Creating an Options menu via Blueprint / Allowing user to change Resolution
Sorry if this sounds like a dumb question, I'm new to this and I'm not really sure where to start when it comes to letting players choose their graphical options.
I have a main menu which is a separate level with custom game mode for mouse control, I have a New Game button which when clicked loads the player into a level and the game mode changes to whatever that level is set to, I have that working fine.
Within this I tried to create an options menu to allow the player to change resolution. I tried building my game and hunting down an ini file that affected it but couldn't.
I read another answer that suggested to call the scalability options using console commands, and this seems to work okay.
However, for changing resolutions calling r.setRes from a blueprint seems to crash the editor, and the built game. Opening the console and typing it in seems to work, so I'm not sure what's causing the crash. The other scalability commands seem to work okay, though. The output log spits this out: http://pastebin.com/ajAwzyLj
Is r.SetRes the wrong way to go about doing this? How else can I give the user the option of changing the resolution?
edit: I'm also having trouble figuring out how to do a fullscreen toggle. r.FullScreenMode mentions a [SystemSettings] ini with a fullscreen bool but I'm not sure how I would find or create one for my game, and interact with it via blueprints. r.SetRes mentions a w or f modifier on the resolution, but using it at all via blueprints just crashes the game and editor as mentioned.
edit 2: Okay I just tried creating a new blank project and using r.setres, and it works fine when called from the level blueprint! I have no idea why my project is crashing, but it's related to using r.setres. I'm going to try importing my old blueprint to this new project, Edit 3: Old blueprint crashes new project. Maybe because it's being called from the HUD blueprint? Do I need to make a ChangeRes function somewhere else and then call it when a user clicks on the HUD element? Using a new HUD blueprint and calling it after a hit box is clicked on seems to crash it too.
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