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Trouble configuring game settings

I have been struggling the past couple of days to try and get my game to recognise my GameUserSettings.ini file, no matter what I do it just doesnt work.

I have a production packaged project. (Does not generate a ProjectName\Saved\Config folder)

I have edited my... C:\Users\user_000\Documents\Unreal Projects\EpicTutorial1\Saved\Config\Windows\GameUserSettings.ini file

But this file does not carry over to my shipping packaging output, and doesnt configure anything in my resulting game.

seems to work for the editor(sort of? doesnt seem to set resolution or graphics settings at all, but recognises fullscreen?)

In anyway this is extremely frustrating, have tried so many things to get a simple configuration to take hold and nothing.

I am optimising this for VR as I am using stereo on, but anything in fullscreen 1080p is unplayable. I need to set the graphics quality to 0 or 1 likely, but cant seem to do it! Thanks

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asked Apr 01 '14 at 05:56 PM in Packaging & Deployment

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avatar image Versatus Apr 01 '14 at 06:24 PM

And just a note, before someone tries to answer with this, these dont work for running games, its just for the editor


and here:


avatar image amiserablerobot Apr 13 '14 at 07:07 AM

Not sure who downvoted this dude for that, but he was speaking the truth.

I know it's a few weeks old, but you need to use the sg settings for most of them to work in game. R.Screenpercentage and the AA seem to work in a built project, but the others didn't for me. sg.AntiAliasingQuality, sg.ShadowQuality, sg.PostProcessQuality, sg.TextureQuality, and sg.EffectsQuality are the commands that work in a built/cooked project.

edit: and if you didn't find the settings file for the "Shipped" project, it's in Appdata. I think Local -> yourproject

avatar image SRombauts Apr 15 '14 at 05:41 PM

Well, in fact some commands described in the above ScalabilityReference are working, but ONLY if you use them dynamically, ie. via Blueprints, C++ or using the console...

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4 answers: sort voted first

My reference for the following tests is the "Quick Settings" menu described by the blog post on How to Improve Frame Rate Through Video Settings. This menu we provide 7 group settings that does affect rendering inside the Editor (but not in a Launched/Packaged Game):

Here is the result I want to get:

Scalability Settings in Editor

Theoretically, a game could use the 7 corresponding commands described int the Scalability Reference, but they are currently not (all) working.

I've tested them with the console, and in fact only individual settings are known to the console; group commands are not recognized and do not work. Here is the list of the 7 commands;

  1. r.ScreenPercentage 25

  2. r.ViewDistanceScale 0.4

  3. r.PostProcessAAQuality 0

  4. r.PostProcessingQuality 0

  5. r.ShadowQuality 0

  6. r.TextureQuality 0

  7. r.EffectsQuality 0

Only the 3 first are known and working in the console; they are in fact individual settings, whereas the 4 others are groups of multiple individuals settings (defined in the config file BaseScalabitity.ini).

But thanks to @amiserablerobot I've found the corresponding 7 working commands;

  1. sg.ResolutionQuality 25

  2. sg.ViewDistanceQuality 0

  3. sg.AntiAliasingQuality 0

  4. sg.PostProcessQuality 0

  5. sg.ShadowQuality 0

  6. sg.TextureQuality 0

  7. sg.EffectsQuality 0

And thanks to @Jacky, here is how I configure the all settings to their minimum:

Scalability Settings in Game

To test it, just set all settings to anything above "Low", than "Play" the Level, and then check in the menu that all settings has been set to "Low" like in the first image.

Cheers! SRombauts

Edit: posted here as a "documentation bug report" Scalability Reference does not apply to standalone Game

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answered Apr 17 '14 at 09:11 PM

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avatar image Jacky Apr 17 '14 at 09:23 PM

Awesome explanation! You should make a mini tutorial with this information in the forums. I've seen a lot of people curious about creating a settings menu so i'm sure it will be helpful. :)

avatar image SRombauts Apr 17 '14 at 09:27 PM

Thanks, I'll do that

avatar image Versatus Apr 18 '14 at 03:51 PM

This is brilliant, thanks!

avatar image finwefeanor Jun 28 '16 at 02:48 PM

This is the only way to decrease graphics on a packaged build on android for example ? I mean its UE4.12 now and can't we do it via settings - toolbar without Blueprint?

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In the file named "%LOCALAPPDATA%/[APP-NAME]/Saved/Config/WindowsNoEditor/GameUserSettings.ini" add a section similar to:


Tested with UE4.5.1 on a shipping build.

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answered Oct 29 '14 at 04:22 PM

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avatar image finwefeanor Jun 28 '16 at 03:14 PM

There is no file called GameUserSettings in WindowsNoEditor, only Windows directory has that file. Should i create a .ini file into the WindowsNoEditor?

avatar image Ace1234 Jul 14 '16 at 08:00 PM

You need to run the packaged game once in order for the GameUserSettings.ini file to show up

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There are console commands in that documentation for every setting. You can use and execute them in Blueprint, which makes them work in game as well. Just tried Screen Percentage command in a level blueprint and it works.

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answered Apr 01 '14 at 06:33 PM

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avatar image Versatus Apr 01 '14 at 07:21 PM

Dont suppose you have an example command?

avatar image Versatus Apr 01 '14 at 07:23 PM

Nevermind! was using something like r.PostProcessAAQuality=4

which doesnt work you have to type

r.PostProcessAAQuality 4

avatar image netdnx Apr 03 '14 at 04:00 AM

That only seems to work in the editor for me.

What I'm trying to do (as a learning exercise mainly) is to package up Tappy Chicken with lower specs (I was going to put it on the family laptop so my kids would stop asking to play it on my dev comp ;). No changes I make are reflected in the final package.

I've tried manually editing the GameUserSettings.ini and entering commands in the console - it is only reflected in the editor and not in the packaged binary

What am I doing wrong? :(

avatar image Jacky Apr 03 '14 at 04:38 AM

I haven't tried packaging a project yet, but this should work just fine.

alt text

Set something like this in the level blueprint, set the right mouse button to execute r.ScreenPercentage 25 to test if it works in the packaged game.

consolecom.jpg (29.0 kB)
avatar image netdnx Apr 03 '14 at 05:14 AM

I think I get what you were trying to do but still no change anyway :/

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thanks, that might do it! just altering a few settings like antialiasing and motion blur seem to help significantly with performance, ill use this until theres some better method

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answered Apr 01 '14 at 07:12 PM

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avatar image mhnoni Feb 13 '16 at 02:12 PM

HI i have a packaged game to my android , i want to set the r.SetRes or r.screenpercentage before the game start but the GameUserSettings.ini is getting clear after every launch in my android so is there are any way that i can set these setting before my game launch ?

btw when i execute command r.SetRes in the game my screen get cropped with black boarder in the side and not getting the right fit so any reason why ?

note : my android is mali400 galaxy beam .

avatar image Samantha Sutton ♦♦ STAFF Feb 29 '16 at 04:18 PM


I would highly suggest that you look over the Documentation that's provided. Here is a link, that was provided earlier about Scalability References. I believe that if you wanted to create a way for the game to start up with those settings, you should set them within a blueprint, or even have a settings menu for the consumers.

If you have any additional questions or concerns, please create a new thread in AnswerHub for additional assistance. Don't forget to utilize our forums as well!


avatar image finwefeanor Jun 28 '16 at 02:54 PM

Samantha, can't we do this via settings toolbar in editor ? I want to decrease graphics on my package build with the lowest graphics settings possible, im choosing low on quick settings but it doesn't seem that packaged project use this settings ? I need to optimized and decrease graphics on my android projects but it doesn't seem working. What should i do ?

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