You may never see this comment, but thank you so so so so so much for putting out tutorials like these in the detail you do. You came recommended through a friend and I can't thank her and you enough for stuff like this. You break everything down into the most simple terms for people new to game development and UE like myself, and even a year + later, the information still holds up. You're a valuable asset to the dev community and just know that you and your hard work are greatly appreciated.
Strangely, the settings wouldn't work properly in a standalone environment, but in a test package of the game, it works as advertised. Thank you again. God bless.
for anyone wondering how to save screen res in the option menu other than resetting to 720p when it loads - uncheck the UseGrouping in the ToText(integer) function. Hope this helps :)
Thanks for this. As always, very, very useful. To make the Event Graph not look so busy, I have put each of the "loading selected buttons" code into their own function (Resolution, FPS, View Distance, etc.). It's made it a hell of a lot easier to read.
Another great tutorial! You should do a series about Steam Multiplayer btw, if you are good with the concept! All other tutorials are old/not the best.
I wanted to point out that you do not need that huge FPS mess in the load settings, one Select node will do as you're already passing a Bool, just plug each == into the right pin and you can get rid of the other three select nodes to clean it up some :) I tested it and it works. For that matter I turned everything into Bools and cleaned up the space a lot. I feel it also lets me expand and read what is going on much better. Only thing I had to leave like it was is the Fullscreen mode stuff
I did the same thing. Truncate FPS -> 4 different "==" and each output to respective bool input of the Select function. Only one function call needed, and no branch.
Thank you very much for these tutorials on setting up a main menu and options. Recently, I have used mostly this setup, and I have learnt a lot about widgets :D. Just a heads up, in the resolution part, turning the X and Y to text will add a comma to delimit the thousands. It will not work if you don't also add the comma in the combo box options. An option to keep it cleaner with the more common "comma-less" resolution options is turn the integer into a string instead, which doesn't add any commas.
Just to add a little bit, after converting the integers into strings, use and append node, put X value into A, in B put "x" letter, add another pin to the append and then connect Y into C, then the result into Set selected option.
I love your videos, I'm doing a lot of things that i wanted because of you, thanks a lot. If my game goes well I'll donate part of the money for you, you deserve it.
I appreciate your work so much! Thanks a lot for that! Make things much easier. I decided only to make two things different (first is from the first video of this playlist): 1. I have 5 vertical boxes inside a horizontal box for the "Options Menu". The reason was, that it was much easier (for me) to align the buttons straight over the other with no gaps or spaces. As you can see on your video, the buttons are not in the same (vertical) line. 2. I collapsed these whole big tree of button settings (in the loading function) to different functions. So I've got a much better overview for my blueprint. Bit I'm so grateful for you work! Thanks a lot again. Hope to see you in your next videos.
Awesome Video! it would be really cool if you could do a directional gravity tutorial using the default third/First person character, so you could walk on the other side of the planet. keep up the great work!
Thank for the nice tutorial. I run to a personal mistake: at 16:45 instead to have "create widget" node, I had a "construct widget" node. Therefore the "optionmenu" variable created was wrong leading to an error. If you get a big error message "acces none", check if it is like the video a "create widget" node ;).
So this is fantastic with user settings. But what about ingame settings such as Mph/kmh or adjusting onscreen hud and widgets from the options? User settings still used?
i manged to fix the screen resoultion not setting the box properly right click get an append add 1 extra pin so there should be a,b,c -> drag x from the break intpoint into the a -> drag y break intpoint into the c -> set b box in the append to x -> drage the return value to the option on the set selected option for the display box
I'm trying to Load the screen resolution to buttons instead of a combo box. How can I 'Get Screen Resolution' and connect it's return value to the selection 'Switch'?
I am currently working on my bachelor work and I figured that the memory issues I have might be fixable with setting up quality and option menus; it really helped me a lot! But do you have any tips on how to tackle memory issues and crashes?
profile your textures aka dont use 4k textures when you dont need too this will help greatly with memory. crashing comes mostly from bad code, unless its just a editor related crash which can happen.
Hi, great stuff, love your tutorials. One Question, When I go from pause menu to main menu settings buttons I pressed are still highlighted which is good, but when I go back to game and go to options they are not highlighted anymore but the settings stay as I set them first time ... How to keep the highlighted buttons when I come back from Main menu to Options in Pause Menu? Thanks
Hi, you likely figured this out by now but incase you didn't or for anybody else running into the same issue. All you need to do is follow the steps from 16:15 that Matt done to the main menu widget in your pause menu widget so that it loads your options menu with the current selected buttons in the background
Awesome video! Question: clicking "Optimal Settings" seems to take a moment to load; during which none of the other buttons can be clicked. Is there a way to make that happen a bit faster?
Welp, that depends on the computer, so with that said you can't change that as the Benchmark function tests a computer and then puts the best settings that the computer can handle
Useful tutorial, but i can't figure it how the buttons go dark on pressed/selected/loaded even i've create a "style buttons array" (with a background image on selected and hovered, even a focus with gamepad), all other buttons in my Menù work good with my style changes, but with this workflow they go dark. Some help pls?
i made the fps a combo box is there a way to make it load like the resoultion Edit: Found Out How Its Easy Were We made the LoadSettings Custom Event from the get game user settings -> Get frame rate limt -> truncate -> get the fps combobox -> set selected option -> pipe the truncate into the string input it should auto convert make a sequence on the apply settings and pipe the display selected option into 0 and fpscombobox into 1
PROBLEM HELP! When Iam in the game, then I click option, the option is not show applied, but the game run with the same option settings as the menu does. Everything in the main menu to option is great, have no problem, but when I play the game, then I back to option settings, the problem is begin, the box is not checked or applied.
hey I want to make it work for pause menu too but in pause menu if I press back then it goes to main menu which don't don't , I've tried to duplicate it but if I duplicate the widget than the settings in the main menu are not same as the setting from the Pause menu Thanks.
If I have Volume buttons , I did the same thing but I cannot make it remain the same button selected once I exit the level. If I spawn again it goes back to a default button.
@@toby5280 By doing the "To Text (integer)" at 4:53 you are saving the resolution in a format that inserts spaces in the numbers above 1000. So for instance saving a 1920x1080 like that results in 1 920x1 080 which is bad, because we want the exact same text as the one put in the ComboBox. Easy fix though. Click the little arrow at the "To Text (integer)" function and untick "Use grouping". This will then save the number correctly.
One thing I did is that in the sequence, I collapsed into a node which creates another graph just for that part of the code to save space and make it easy to find
Works great. For some reason though my in-game UI shows on the menu... I still cannot figure that out. And I get a warning that the UI_Widgets_C is already loaded. But I only load them once. There must be a loop somewhere.
Hey Guys, After the whole tutorial it seems like that the Save Button (On click) is unnecessary. When I change my settings and start the game or leave it immiadetely, the settings seem to be saved without clicking on the save button. Does anyone know why?
A little late for someone to reply but if you followed the whole video there's a custom event that is always run regardless if you save the settings yourself or not. You can delete the custom event so your required to save the settings but you don't need to unless you wanted to.
Anyone an idea? When i select Window Mode and take a Resolution >= 1920x1080 (My Monitor) i cant see the window bars anymore looks almostlike fullscreen. As i know in other games you still see a window vorder even your resolution si equal to your Monitor resolution. Anyone knows how i can force this?
Great tutorial, everything its working incredible, but there is one problem that is happening for me: when I go to the options menu while in game and press the back button, I go back to the main menu and not the level that I was before going to the options menu. Another issue is that When I you click the Quit button of the pause menu, the quit to desktop and to main menu options dont dissapear even when you unpause. Do you know how to solve it? Im new to the engine and I just have no idea what to do, all the things I tried didnt worked :/
When I click on the image it causes the game to stop displaying the mouse, and when I launch the game it acts as if there was a pawn, is there a way to fix this?
@@Trait74 I meant he has to come up with a script, do the tutorial, and then edit a video. I'm sure he spend several hours on the video, and he will probably start making tutorials using the new unreal engine 5 But I'm just guessing
You may never see this comment, but thank you so so so so so much for putting out tutorials like these in the detail you do. You came recommended through a friend and I can't thank her and you enough for stuff like this. You break everything down into the most simple terms for people new to game development and UE like myself, and even a year + later, the information still holds up. You're a valuable asset to the dev community and just know that you and your hard work are greatly appreciated.
Strangely, the settings wouldn't work properly in a standalone environment, but in a test package of the game, it works as advertised. Thank you again. God bless.
for anyone wondering how to save screen res in the option menu other than resetting to 720p when it loads - uncheck the UseGrouping in the ToText(integer) function. Hope this helps :)
THX
Thanks! This should be pinned.
Thank you!
Thank you soo much!
Be blessed, mate, thank you!
Thanks for this. As always, very, very useful.
To make the Event Graph not look so busy, I have put each of the "loading selected buttons" code into their own function (Resolution, FPS, View Distance, etc.). It's made it a hell of a lot easier to read.
Another great tutorial! You should do a series about Steam Multiplayer btw, if you are good with the concept! All other tutorials are old/not the best.
Thanks a lot! I can look into it further for a future idea!
I wanted to point out that you do not need that huge FPS mess in the load settings, one Select node will do as you're already passing a Bool, just plug each == into the right pin and you can get rid of the other three select nodes to clean it up some :) I tested it and it works. For that matter I turned everything into Bools and cleaned up the space a lot. I feel it also lets me expand and read what is going on much better. Only thing I had to leave like it was is the Fullscreen mode stuff
I did the same thing. Truncate FPS -> 4 different "==" and each output to respective bool input of the Select function. Only one function call needed, and no branch.
Great optimization! Thank you :)
Thank you very much for these tutorials on setting up a main menu and options. Recently, I have used mostly this setup, and I have learnt a lot about widgets :D.
Just a heads up, in the resolution part, turning the X and Y to text will add a comma to delimit the thousands. It will not work if you don't also add the comma in the combo box options.
An option to keep it cleaner with the more common "comma-less" resolution options is turn the integer into a string instead, which doesn't add any commas.
Works exactly as you said. Thanks.
Just to add a little bit, after converting the integers into strings, use and append node, put X value into A, in B put "x" letter, add another pin to the append and then connect Y into C, then the result into Set selected option.
This series was awesome, definitely took the mystery of how it works, and it's so easy to set up! Thanks!
I love your videos, I'm doing a lot of things that i wanted because of you, thanks a lot. If my game goes well I'll donate part of the money for you, you deserve it.
I appreciate your work so much! Thanks a lot for that! Make things much easier.
I decided only to make two things different (first is from the first video of this playlist):
1. I have 5 vertical boxes inside a horizontal box for the "Options Menu". The reason was, that it was much easier (for me) to align the buttons straight over the other with no gaps or spaces. As you can see on your video, the buttons are not in the same (vertical) line.
2. I collapsed these whole big tree of button settings (in the loading function) to different functions. So I've got a much better overview for my blueprint.
Bit I'm so grateful for you work! Thanks a lot again. Hope to see you in your next videos.
great video, I followed it step by step and it came out perfect, thanks!!
I find about 6-7 videos how create settings menu and choose this! And I must say THANKS!
I love these vids there really helpfull and its the first ever unreal engine tutorial i have followed!
Thanks
yooo CP coming in with the 10£
I've only just seen this - thanks a lot for the support, happy I could help! :)
Thanks Matt for your help love the videos man I'm learning a lot.
Okay thank you very much for the great effort. Nice Tutorial well explained hope it works along with the rest of my project
Awesome Video! it would be really cool if you could do a directional gravity tutorial using the default third/First person character, so you could walk on the other side of the planet. keep up the great work!
Thank for the nice tutorial. I run to a personal mistake: at 16:45 instead to have "create widget" node, I had a "construct widget" node. Therefore the "optionmenu" variable created was wrong leading to an error. If you get a big error message "acces none", check if it is like the video a "create widget" node ;).
So this is fantastic with user settings. But what about ingame settings such as Mph/kmh or adjusting onscreen hud and widgets from the options? User settings still used?
Tanks! now i have options menu in my game
i manged to fix the screen resoultion not setting the box properly
right click get an append add 1 extra pin so there should be a,b,c -> drag x from the break intpoint into the a -> drag y break intpoint into the c -> set b box in the append to x -> drage the return value to the option on the set selected option for the display box
Will you be doing a Sound setting and subtitle for the menu?
I'm trying to Load the screen resolution to buttons instead of a combo box. How can I 'Get Screen Resolution' and connect it's return value to the selection 'Switch'?
awesome video mate, thank you x
I am currently working on my bachelor work and I figured that the memory issues I have might be fixable with setting up quality and option menus; it really helped me a lot! But do you have any tips on how to tackle memory issues and crashes?
profile your textures aka dont use 4k textures when you dont need too this will help greatly with memory.
crashing comes mostly from bad code, unless its just a editor related crash which can happen.
thanx a lot for the video!
How would you set up the load settings for resolution if you were to do buttons instead of a combo box string?
Trying to figure this one out myself
@@krisburke3671 has anyone figured this out yet?
how to save the resolution for the buttons, instead of combo box?
Hi, great stuff, love your tutorials. One Question, When I go from pause menu to main menu settings buttons I pressed are still highlighted which is good, but when I go back to game and go to options they are not highlighted anymore but the settings stay as I set them first time ... How to keep the highlighted buttons when I come back from Main menu to Options in Pause Menu? Thanks
Hi, you likely figured this out by now but incase you didn't or for anybody else running into the same issue.
All you need to do is follow the steps from 16:15 that Matt done to the main menu widget in your pause menu widget so that it loads your options menu with the current selected buttons in the background
Did you watch the Epic games show case, I thought it was pretty good close to 45 mins it was today?
I did yeah, it was amazing and I'm super excited for the future of Unreal!
Thanks, this tutorial helped me a lot!
mat hi love the videos, how would you save the screen resolution settings if the setting was not in a combo box??
Awesome video! Question: clicking "Optimal Settings" seems to take a moment to load; during which none of the other buttons can be clicked. Is there a way to make that happen a bit faster?
Welp, that depends on the computer, so with that said you can't change that as the Benchmark function tests a computer and then puts the best settings that the computer can handle
Useful tutorial, but i can't figure it how the buttons go dark on pressed/selected/loaded even i've create a "style buttons array" (with a background image on selected and hovered, even a focus with gamepad), all other buttons in my Menù work good with my style changes, but with this workflow they go dark. Some help pls?
i made the fps a combo box is there a way to make it load like the resoultion Edit: Found Out How Its Easy Were We made the LoadSettings Custom Event from the get game user settings -> Get frame rate limt -> truncate -> get the fps combobox -> set selected option -> pipe the truncate into the string input it should auto convert make a sequence on the apply settings and pipe the display selected option into 0 and fpscombobox into 1
Hi, do you know if it is possible to change a project setting variable from Blueprint or C++ at runtime ?...
THANK YOU SO MUSH
PROBLEM HELP! When Iam in the game, then I click option, the option is not show applied, but the game run with the same option settings as the menu does. Everything in the main menu to option is great, have no problem, but when I play the game, then I back to option settings, the problem is begin, the box is not checked or applied.
how would you make the combo box string text save?
hey I want to make it work for pause menu too but in pause menu if I press back then it goes to main menu which don't don't , I've tried to duplicate it but if I duplicate the widget than the settings in the main menu are not same as the setting from the Pause menu Thanks.
How can i bring up options menu while in the game?
If I have Volume buttons , I did the same thing but I cannot make it remain the same button selected once I exit the level. If I spawn again it goes back to a default button.
i dont have the load settings function listed at 16:53. What am i missing?
I'm missing it too, did you find the solution?
Hello, excuse me, can you choose one or more slots for archiving, such as archive 1, and then archive 2
18:15 when you loaded back up your resolution was reverted back to 1280x720
Thanks, for pointing that out.
Ah you're right, I don't know how I didn't notice that. I'll look into that further
@@MattAspland Great video though man!
Ever get that figured out?
@@toby5280 By doing the "To Text (integer)" at 4:53 you are saving the resolution in a format that inserts spaces in the numbers above 1000. So for instance saving a 1920x1080 like that results in 1 920x1 080 which is bad, because we want the exact same text as the one put in the ComboBox.
Easy fix though. Click the little arrow at the "To Text (integer)" function and untick "Use grouping". This will then save the number correctly.
One thing I did is that in the sequence, I collapsed into a node which creates another graph just for that part of the code to save space and make it easy to find
I hope that in your newer videos the click sounds for liking and subscribing aren't jumpscares.
😂
At 18:23 my game don't look low poly like your game does. Is it something I'm missing and what setting does that deal with? Thank you.
Thank you very much.
Thanks for t his... you got a sub!!!
For View Distance button selection , I don't have the "Select View distance Button" function. How to get that?
Works great. For some reason though my in-game UI shows on the menu... I still cannot figure that out. And I get a warning that the UI_Widgets_C is already loaded. But I only load them once. There must be a loop somewhere.
Btw, can you make tutorial how to save and load Sound/Volume settings?
Yeah I want and need this too. I know you use SaveGame BPs somehow. But its not really working out for me
Nice one bruv
Cheers Nick!
Hey Guys,
After the whole tutorial it seems like that the Save Button (On click) is unnecessary. When I change my settings and start the game or leave it immiadetely, the settings seem to be saved without clicking on the save button. Does anyone know why?
A little late for someone to reply but if you followed the whole video there's a custom event that is always run regardless if you save the settings yourself or not. You can delete the custom event so your required to save the settings but you don't need to unless you wanted to.
Anyone an idea?
When i select Window Mode and take a Resolution >= 1920x1080 (My Monitor) i cant see the window bars anymore looks almostlike fullscreen.
As i know in other games you still see a window vorder even your resolution si equal to your Monitor resolution.
Anyone knows how i can force this?
is this not compatible with the old option menu settings? i really dont feel like remaking the whole menu just for this to function :(
my save settings button doenst save res or graphics or volumes settings, i did exactly as in tutorial, i cant find the solution
Great tutorial, everything its working incredible, but there is one problem that is happening for me: when I go to the options menu while in game and press the back button, I go back to the main menu and not the level that I was before going to the options menu.
Another issue is that When I you click the Quit button of the pause menu, the quit to desktop and to main menu options dont dissapear even when you unpause.
Do you know how to solve it? Im new to the engine and I just have no idea what to do, all the things I tried didnt worked :/
Can't get the windowed mode to actually run as windowed.
How can I save "Key Mappings setting"? I really really want to know it! please!
i also do that custom event thing, incase the player doesnt press apply, it saves anyway. lol
after I closed out of my game and reopened it it took me straight into the main game not the main menu and cannot change my option settings now
When I click on the image it causes the game to stop displaying the mouse, and when I launch the game it acts as if there was a pawn, is there a way to fix this?
for the mouse IN THE LEVEL FOR YOUR UI, make a even start and attach set show mouse cursor to it (use get player controller off the target for it)
how save resolution in combobox
Im clicking Save Settings but it anyways turning on Low...
did you manage to solve it?
nvm I solved it by myself
@@axelunder472 me too. inattention mistake
Bro Please Make Auto Graphics Lock Option Like PUBG Mobile, By Which The Graphics Gets Locked According To The Processor Of The Device
How to load the settings without opening the widget?
display still showed the wrong res when you changed it to 1920X1080.
Anyone elses optimize button not working? I'm using 5.3
I can't do it in Ue5. pls help😂
Why is this on Unreal Engine 4 and not 5?
Because unreal engine 5 just came out today for us peasants...
@@wesss9353 it was already out as early access and previews if you didn't know
@@Trait74 I meant he has to come up with a script, do the tutorial, and then edit a video.
I'm sure he spend several hours on the video, and he will probably start making tutorials using the new unreal engine 5
But I'm just guessing
Because it was the officially released version of Unreal Engine.
hi
Hey