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How to load graphic settings with Blueprint?

Hi there,

I now searched several hours for a answer to a simple question (at least, I thought once it was simple):

I just want to have different sets of graphic settings. Let's call them "low", "medium", "high" and "vr". I have the list of variables and their values right here.

I just can't find a definitive answer for:

  • WHERE exactly to place them, I need the definitve name and the path of the defintive INI-file to use

  • HOW TO LOAD a individual set with Blueprint (I need something like loadGraphicSettings(setName))

Right know I use 'executeConsoleCommand' for everything which can't be the right solution.

That's all. Please no more links to this horrific ' Scalability Reference', just a definitive answer if this is possible. Many, many thanks.

Greetings, spyro

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asked Dec 11 '14 at 01:08 PM in Blueprint Scripting

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spyro
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There no really a way to do that in nice way over blueprint currently, for now C++ is best place to do that, or else you will find plugin made by somebody (i think Rama was doing stuff like that) that expose UGameUserSettings functions to blueprint:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/UGameUserSettings/index.html

And yes you can manually edit INIs and do external software that does that you can find it in /Saved/Config/Windows/GameUserSettings.ini.... but im not sure how to add scaliblity there

You can also inputing settings via console commands using blueprint, i know some people does that, but again C++ is the way to go currently

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answered Dec 11 '14 at 01:26 PM

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Shadowriver
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avatar image spyro Dec 11 '14 at 02:24 PM

Thank you, Shadowriver. I was really afraid of this answer... I will just hardcode it in blueprint with console commands, it's just way to complicated to me. Spend several days now with this problem and simply couldn't get UE4 to load a specific set of settings in any other way.

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