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Unreal Engine 3-esque Scalability in UE4?

Is there any way that I can set up an Unreal Engine 3-esque scalability system, where it is simillar to the System Settings in Unreal Engine 3 (https://udn.epicgames.com/Three/SystemSettings.html) instead of the simplistic limited settings in Unreal Engine 4.

I am working on a PC version of a game that I've been working on in Unreal Engine 4, and I want to make sure that the Video and Graphics settings are highly customizable.

Product Version: UE 4.11
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asked May 11 '16 at 02:52 PM in Rendering

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Under each sg.[SettingType] it gives a series of r.[Type] properties. Each of the "r" properties can be set individually.

You can set a number of things specifically through "r." in the console.

to get a complete list you can type "dumpconsolecommands" into the console then close the game and find your game log Game/Saved/Logs to more easily review the list.

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answered May 18 '16 at 07:17 PM

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avatar image BesuBaru Jun 01 '16 at 08:06 PM

Yes I knew about the r.[type] properties, but I was wondering if there was a way that I could allow adjusting of these properties in-game and/or through the editor without the Scalability settings or Scalability Setting's menu's restrictions.

avatar image RimmyD Jun 01 '16 at 11:12 PM

You use the console commands to set them in game.

From blueprint (like settings menu) use the Console Command node to call them or for limited use type them into the command line at run time.

"r.blah 4"

There are a whole bunch of "r." commands for individual rendering overrides. You are not limited to the scalability group commands (sg.)

You can also set these in an ini but the exact ini has changed so much I am not certain of the proper location at this time. (used to be engine, then UserSettings, etc).

avatar image BesuBaru Jun 11 '16 at 05:51 PM

Now, by theory, If I were to make a video settings menu in Blueprints, how would I have the game save the video settings to a config file and then load it whenever the game starts up?

avatar image Shadowriver Jun 12 '16 at 12:57 PM

I think config will load automaticly. Whey config system works in UE4 is you create properties with "config" specifier and you use SaveConfig() and LoadConfig() to save and load there state (but load should happen in creation of object), but you will need to apply that config in to some action, as they just varables. Not that most stuff that is already in ini is already setup this way, so there is class somewhere to control it, like USystemSettings i mentioned in my anwser


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UE4 have it too: https://docs.unrealengine.com/latest/INT/Engine/Performance/SystemSettings/ From C++ you access this via GSystemSettings

+in enditor viewport you can set specific showflag (which you can laso access via System Settings in code)


Sadly it seems you this system is not exposed to blueprint, you would need to make nodes in C++ first or use RimmyD method

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answered Jun 02 '16 at 12:30 AM

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