8:09 "Life easier" 😂😂 0:00 Intro 0:57 Creating the menu design and 1:49 Toggle Widget visibility with mouse cursor 4:15 Editing the border 5:21 Creating widget buttons 8:09 Renaming elements for life to be easier 9:08 Adding "OnClicked" event for all buttons 9:43 Creating values for the buttons
I just wanted to say you did a great job on this man. To add to this though... For Resolution 22:00 : I stumbled upon it by accident when trying to find a better system, because I always hated menus with the button system for the screen resolution... If you create a Combobox and 'On Selection Changed'->'Selected Item' drag off and type 'Split' (Assuming you store your values as 1920x1080) you can just put x into 'In String' and plug the first and last value directly into Set Resolution... I found this a lot cleaner and simpler.
Dude I just need to say this, you sound like Gru from minions! :D Watching your videos are easy and are informative enough that I can add my own things such as sliders and check boxes for example render scale and V-Sync! Thanks for the tutorial man.
My method for the resolution is to create an array of all resolutions your game supports as a container. When you get screen resolution. Use Find Item on the output array, it's so much cleaner. When you set resolution, you only to set up the resolution index, the get a copy of the resolution container array, then set screen resolution. Three varibles are needed: Resolution Index, Resolution Container (array), Current Resolution.
does this work on UE5? I think ive rebuilt my settings menu like 6 times doing exactly the same as you and only vsync and frame cap work.. the resolution setting could be changed once to a lower setting but then it locks and dosnt actually change resolution
**FIX** FOR THOSE THAT RUN INTO THE SAME PROBLEM.. There is a Node called "Apply Resolution Settings" and "Apply Non Resolution Settings" plug both of these nodes in after the "Apply Settings" Node for the "Apply" Button
For the list of resolutions I found there is a value you can get called Get Supported Fullscreen Values which is an array of point values. Then in the update logic once the index is validated and set I get the value at that index (assumes the values are used to populate the screen) and sets that object into the User Game Settings.
Bro when I try to use it in a packaged game or in standalone game it doesn’t work properly like resolution and full screen, do you have a fix for this?
@@deroxis3214 instead of using apply setting use apply resolution settings and then another node called apply non resolution settings then save settings
Eh, I tested this method and it kept loading incorrect values...like my Overall Quality settings would load as -1....so I tried adding the 'Save Settings' node after the 'Apply Settings' Node and it quit doing it....My best guess is that even though they say it does save it, it must not be saving it or it's saving some but not all of the settings.
I have problem with text about quality, cause whan I change texture quality it saying that high, medium and stuff then i ht apply go on other widget and go back on widget where are those setting located and text changed to low, I can repeat but still i change graphics then hit apply but text wont save/apply. please help and sorry for my english
Thanks for the tutorial! This has been invaluable! The only thing is my frame rate limit doesn't seem to work. I decided to do this with dropdown menus instead of buttons and everything seems to work fine, except for the frame rate limit. The way I have it set up is 'On Selection Changed (FrameRateSelection)' I take the 'Selected Item', check if that text is == to 'unlimited', and if it is, set the 'FrameLimit' variable to 0. If not, I take the text and convert it to a float and set the 'FrameLimit' to that. When I do a print string, I get the right numbers, but for some reason changing it in game doesn't change the FPS to anything other than 60.
Figured it out. In the Project Settings -> Engine -> General Settings under the Frame Rate section, I had 'Use Fixed Frame Rate' ticked and set to 60. Turning this off fixed the issue.
I reworked things a bit to fit my needs. I created a widget switcher for my 'graphics menu' and 'audio menu'. I also used a dropdown box instead of buttons. I was able to get it all working, but the thing is, I've noticed that the event construct in the 'graphics menu' is making a noise when it's constructed. A sound that I brought in. It is louder than my other sounds. Not sure why this is happening, but it's incredibly frustrating. Any idea? Maybe that onClick event is getting saved in storage somehow?
Tank you. for Unreal Engine 5 to update the resolution, you have to before calling Apply Setting call Apply Resolution Settings. I do not know why, byt your configuration on UE 5 does not work for resolution settings.
How would you go about vsync and framerate cap limit contridicting itself? If I remember correctly, vsync should automatically cap the framerate, will the setting we change conflict with that?
Most of this, like full-screen mode, do not work after shipping, not sure why, for example If I set the Full Screen resolution in PIE or Launch it works, but once the project is packaged to shipping they don't and you get errors like: widget buttons can't read well the current location of the mouse, the screen might be bigger that the real screen, smaller, or moved to a side... I think this tpe of settings should be tested first from a shipped project.
Many methods. You need to understand boxing out a UI. And then placing objects in their boxes. So it might look like this. Vertical box (holds all, like I have). - Horizontal box (holds the name, - + and value) - - text, button, value, button. Use fill option and provide a value for them. Texts most likely 1. Buttons most likely 0.1-0.3 Other option would be to have a horizontal box as master, then a bunch of vertical boxes... There are many many options. Just have to box out the layout. If you don't know how to setup proper widget layout, graphic settings is a bit early. Please don't feel discouraged, keep learning. But just know, you need to the able to walk before you can run.
hmm I can't get this to work, nothing happens when I change the settings.. I'm on 5.3 maybe they've changed something Edit: seems you have to have an 'apply settings' node after changing settings. Not sure if you showed that, but I can't find it in the video.
If you are dealing with 2 resolutions having the same x value (1920x1080 and 1920x1200), instead of checking the X values for each resolution, make it check the y values because those are never the same.
Did this and followed to a T, double and triple checked, settings are not being saved..is this due to EA5.0? No matter what when I close out after doing the settings it just does not remember it.
@@ItsMeBro shadows, texture, postprocessing, antialiasing and such are the only thing not being saved....however the Frames, windowed mode, resolution and vsync are just fine...I am still noodling around on this. Maybe you could port this over to EA5.0 and see if it works for you still as well? Any pointers would be appreciated, I am not understanding why its not saving for some of those settings, like shadows and texture for example. Thanks again!
@@diskonnected2774 no ue5 for me for a while. I'm not messing with a buggy early access. When it actually has a full release then I'll start doing ue5 stuff.
My English is not very good, but I still want to express my respect to you. Without your video and technology sharing, my dream of developing games will never come true
Thank you! I've been struggling with your other settings tutorial because I was trying to set it up using a gamepad. This one however, is the winner. One question, how do we use the "Set to Defaults" node? As in, to set the settings back to default in the settings menu and see the default values loaded in the widget.
@@ItsMeBro Thanks for the reply. I'm watching your sound settings tutorial right now and trying to adapt the set up according to this video using a gamepad. Any advice?
Thanks for tutorial, just fyi it wasnt New World causing this issue but rather making is more visible (sorry for pun) certain EVGA FTW 30 series card use cheap fan controllers that do not handle speed changes very well and get burnt out really fast. EVGA is already replacing all effected card which is cool
8:09 "Life easier" 😂😂
0:00 Intro
0:57 Creating the menu design and
1:49 Toggle Widget visibility with mouse cursor
4:15 Editing the border
5:21 Creating widget buttons
8:09 Renaming elements for life to be easier
9:08 Adding "OnClicked" event for all buttons
9:43 Creating values for the buttons
i was just following the old one once i saw the comment about your uploading a new video and there it is what an amazing time thanks bro
I just wanted to say you did a great job on this man. To add to this though...
For Resolution 22:00 :
I stumbled upon it by accident when trying to find a better system, because I always hated menus with the button system for the screen resolution...
If you create a Combobox and 'On Selection Changed'->'Selected Item' drag off and type 'Split' (Assuming you store your values as 1920x1080) you can just put x into 'In String' and plug the first and last value directly into Set Resolution...
I found this a lot cleaner and simpler.
Does the menu work for you when you package the game? Because it doesn’t for me
@@byEVxL Yeah it works for me, using my method. You may have done something wrong perhaps?
@@unrealdevop got like a screenshot?
edit:nvm got it lmao
@@Crimbtw Ah lol, I was going to say that I couldn't. UA-cam won't let commenters on someone else's video post links anymore due to spammers
@@unrealdevop thats crazy, I still see them links
This works just as I needed to and looks so much cleaner with arrow buttons! My settings menu looks super clean!
One of the most helpful tutorials ever Thank you so much!
Perfect exactly what I wanted to build today :)
Enjoy! :)
Man!!! Same!!! I wanted a menu like that too!!! The earlier one I made was good, but very simple looking and was not impressive
Dude I just need to say this, you sound like Gru from minions! :D
Watching your videos are easy and are informative enough that I can add my own things such as sliders and check boxes for example render scale and V-Sync! Thanks for the tutorial man.
He doesn't sound like Gru
He is Gru :Nod
Hi bro how do i connect sound setting done in previous video to this new graphic setting
Thank you!!! Your tutorils are so well made!
My method for the resolution is to create an array of all resolutions your game supports as a container. When you get screen resolution. Use Find Item on the output array, it's so much cleaner. When you set resolution, you only to set up the resolution index, the get a copy of the resolution container array, then set screen resolution. Three varibles are needed: Resolution Index, Resolution Container (array), Current Resolution.
tu es le goat
does this work on UE5? I think ive rebuilt my settings menu like 6 times doing exactly the same as you and only vsync and frame cap work.. the resolution setting could be changed once to a lower setting but then it locks and dosnt actually change resolution
**FIX** FOR THOSE THAT RUN INTO THE SAME PROBLEM..
There is a Node called "Apply Resolution Settings" and "Apply Non Resolution Settings" plug both of these nodes in after the "Apply Settings" Node for the "Apply" Button
@@teeege What connection needs to go into those? It won't work without one.
For the list of resolutions I found there is a value you can get called Get Supported Fullscreen Values which is an array of point values. Then in the update logic once the index is validated and set I get the value at that index (assumes the values are used to populate the screen) and sets that object into the User Game Settings.
Bro when I try to use it in a packaged game or in standalone game it doesn’t work properly like resolution and full screen, do you have a fix for this?
I have same problem did you solved it?
@@deroxis3214 yes 1 second
@@deroxis3214 instead of using apply setting use apply resolution settings and then another node called apply non resolution settings then save settings
@@byEVxL Nice workaround
@@byEVxL what a goddamn legend ty
Eh, I tested this method and it kept loading incorrect values...like my Overall Quality settings would load as -1....so I tried adding the 'Save Settings' node after the 'Apply Settings' Node and it quit doing it....My best guess is that even though they say it does save it, it must not be saving it or it's saving some but not all of the settings.
I love you!If I hadn't checked this video, I would have had to make a save system)
Thanks bro! Great video :D
I've created something advanced with your tutorial!
Fantastic video, keep up the good work.
You rock! Thank you very much for this :)
You're very welcome!
This video was super helpful. Is there a performance or other reason you often use switch and return nodes instead of the select node?
I have problem with text about quality, cause whan I change texture quality it saying that high, medium and stuff then i ht apply go on other widget and go back on widget where are those setting located and text changed to low, I can repeat but still i change graphics then hit apply but text wont save/apply.
please help and sorry for my english
I used it in my settings menu which is in a different level
So, it doesn't work
I need help
This is amazing. Thank you so much
THANK YOU SO MUCH FOR THIS GENIOUS TUTORIAL!!!
Great Tutorial!
Thanks for the tutorial! This has been invaluable!
The only thing is my frame rate limit doesn't seem to work. I decided to do this with dropdown menus instead of buttons and everything seems to work fine, except for the frame rate limit.
The way I have it set up is 'On Selection Changed (FrameRateSelection)' I take the 'Selected Item', check if that text is == to 'unlimited', and if it is, set the 'FrameLimit' variable to 0. If not, I take the text and convert it to a float and set the 'FrameLimit' to that.
When I do a print string, I get the right numbers, but for some reason changing it in game doesn't change the FPS to anything other than 60.
Figured it out. In the Project Settings -> Engine -> General Settings under the Frame Rate section, I had 'Use Fixed Frame Rate' ticked and set to 60. Turning this off fixed the issue.
I reworked things a bit to fit my needs.
I created a widget switcher for my 'graphics menu' and 'audio menu'.
I also used a dropdown box instead of buttons.
I was able to get it all working, but the thing is, I've noticed that the event construct in the 'graphics menu' is making a noise when it's constructed. A sound that I brought in. It is louder than my other sounds.
Not sure why this is happening, but it's incredibly frustrating. Any idea? Maybe that onClick event is getting saved in storage somehow?
Thank you for helping with this amazing tutorial
Thank you very helpful tutorial
how about storing custom settings, like FOV?
Tank you. for Unreal Engine 5 to update the resolution, you have to before calling Apply Setting call Apply Resolution Settings. I do not know why, byt your configuration on UE 5 does not work for resolution settings.
How would you go about vsync and framerate cap limit contridicting itself? If I remember correctly, vsync should automatically cap the framerate, will the setting we change conflict with that?
Most of this, like full-screen mode, do not work after shipping, not sure why, for example If I set the Full Screen resolution in PIE or Launch it works, but once the project is packaged to shipping they don't and you get errors like: widget buttons can't read well the current location of the mouse, the screen might be bigger that the real screen, smaller, or moved to a side... I think this tpe of settings should be tested first from a shipped project.
Did you find a fix for this
Wow! Timely help bro. The console command method may not necessarily work for shipping builds... This is a better way for settings menu. Thanks a ton.
True! Moreover, many console commands are not known to many people, like me.
on android the configuration seems to work but the text always changes to high after apply that does not happen with vsync and framerate
How does this work with Android i tried.... nothing is changing.... currently im using console command
Thank You Sooo Much . Take Love
hey how to "lock" the buttons into place ? the - once are jumping all over in the vid?🙃🙃
Many methods. You need to understand boxing out a UI. And then placing objects in their boxes.
So it might look like this.
Vertical box (holds all, like I have).
- Horizontal box (holds the name, - + and value)
- - text, button, value, button. Use fill option and provide a value for them.
Texts most likely 1. Buttons most likely 0.1-0.3
Other option would be to have a horizontal box as master, then a bunch of vertical boxes...
There are many many options. Just have to box out the layout.
If you don't know how to setup proper widget layout, graphic settings is a bit early.
Please don't feel discouraged, keep learning. But just know, you need to the able to walk before you can run.
@@ItsMeBro aahh okay yeah i was thinking about making 3 seperate boxes, one for - one for "text and one for +
@@riccduttchh1808 ibb.co/q7JzPpR
Hey dude just made one with this tutorial
thank you so much dude
hmm I can't get this to work, nothing happens when I change the settings.. I'm on 5.3 maybe they've changed something
Edit: seems you have to have an 'apply settings' node after changing settings. Not sure if you showed that, but I can't find it in the video.
Nice video well done 🥰
Thank You
Thank you so much. The bese tutorial I have come across 😁😎
Enjoy :)
If you are dealing with 2 resolutions having the same x value (1920x1080 and 1920x1200), instead of checking the X values for each resolution, make it check the y values because those are never the same.
Did this and followed to a T, double and triple checked, settings are not being saved..is this due to EA5.0? No matter what when I close out after doing the settings it just does not remember it.
No idea about ue5.
@@ItsMeBro shadows, texture, postprocessing, antialiasing and such are the only thing not being saved....however the Frames, windowed mode, resolution and vsync are just fine...I am still noodling around on this. Maybe you could port this over to EA5.0 and see if it works for you still as well? Any pointers would be appreciated, I am not understanding why its not saving for some of those settings, like shadows and texture for example. Thanks again!
@@diskonnected2774 no ue5 for me for a while. I'm not messing with a buggy early access. When it actually has a full release then I'll start doing ue5 stuff.
I have no idea what i did wrong i followed the tutorial exactly but my buttons wont even change the settings
you sir, make a great tutorial. Thanks bro.
this is single tutorial what helped me!!!
You are awesome! thanks!
Enjoy :)
My English is not very good, but I still want to express my respect to you. Without your video and technology sharing, my dream of developing games will never come true
Thank you for the kind words. Glad I can help :)
Thank you! I've been struggling with your other settings tutorial because I was trying to set it up using a gamepad. This one however, is the winner. One question, how do we use the "Set to Defaults" node? As in, to set the settings back to default in the settings menu and see the default values loaded in the widget.
Well first you would have to figure out what would be the default settings. And then just run a fine with predefined values.
@@ItsMeBro Thanks for the reply. I'm watching your sound settings tutorial right now and trying to adapt the set up according to this video using a gamepad. Any advice?
Not really sorry, I don't really do gamepad stuff.
@@ItsMeBro Please DLSS manual ON/OFF
Does all of this still apply to UE5.1?
Thank you very much
Can you upload the project file please?
Do you have a Tutorial for the Sound-/Gameplay-/Controls-Settings too?
Sorry no, not at this point. I have sounds settings video, but It might be a bit of a pain to combine with this one.
@@ItsMeBro That's too bad - I love their tutorials. They explain everything very precisely and understandably!
i cant find "BeginPlay" also cant find "keyboard"
WOW! THX
Thanks!
Your welcome :)
Muito bom amigo!
thx bro
Thanks for tutorial, just fyi it wasnt New World causing this issue but rather making is more visible (sorry for pun) certain EVGA FTW 30 series card use cheap fan controllers that do not handle speed changes very well and get burnt out really fast. EVGA is already replacing all effected card which is cool
It's not only EVGA cards, not only nvidia cards that died.
No other games does that... So...
It doesn't work with mobile....
every key doesnt work
THANKSSSSSSSSSSSSSSSS :D
Labs!
why doesn't it work on android?
Have u figure out how to work with Android
My Settings Don't Save.
Control W ??????
What about it?
@@ItsMeBro I was trying it an it did not work on ue5
Resolution setting need rework
i like blueprints
a lot cleaner in c++
que grande
you sound like gru from despicable me
21.53
Stop that random panning when you just talk and do not add "code".
Thanks!!
Thank you!
Thanks!