I created a Settings menu in UMG Widget and i want to know how i can create a “Auto” button to see the client hardware and set the best settings to the game run in 30…45 or 60 frames/s
I know it is possible because the editor Scalability has this button…here!
(The other buttons “Low, Medium, High and Epic” i want to learn too :3 )
this in game UI exists in Epics fortnite as well I’ve seen other community games have it - just need to know how to wire it to the engine in blueprint/c++
this is my C++ method i expose to blueprint for my UMG widget
I’m not 100% about this because I seem to get different results than if i use the editor button (altho this performs the same action) could be because my game is running IN the editor
void MYCONTROLLER::QUALITY_SET_LEVEL(int32 levelID)
{
Scalability::FQualityLevels qual;
qual = Scalability::GetQualityLevels();
if (levelID >= 0 && levelID < 4)
{
qual.SetFromSingleQualityLevel(levelID);
}
else if (levelID == 4)
{
qual = Scalability::BenchmarkQualityLevels(1.0);
}
Scalability::SetQualityLevels(qual);
}
You can execute a console command through blueprint.
It may pause when executed , due to running a benchmark in the background and applying some settings accordingly.
It took me some time.But finally found you a simple solution accessible through blueprint.
Hope this help.Let me know if this answered your question.
Note - Auto Scalability does impact the resolution scale , depending on your needs , you might want to counter that.
This will set the ResolutionScale/Quality back to 100%
The ResolutionScale/Quality takes the current resolution the engine is running at eg.1920x1080 and scale it down by the percentage , “auto” percentage in this case.
Hope that answered your question ?
If not ,feel free to elaborate further.
Sorry guys… But it looks like that “Scalability” doens’t works, and if i write “scalability ?” in the console nothing appear. I use unreal engine 4.8.1
At least in 4.17.2 this stuff is all exposed to Blueprint:
The GameUserSettings class has two functions: RunHardwareBenchmark and ApplyHardwareBenchmarkResults.
RunHardwareBenchmark computes a GPU and CPU score and uses the data given in BaseScalability.ini to determine which parameters to set based on those values. ApplyHardwareBenchmarkResults applies those values.
At least in 4.17.2 this stuff is all exposed to Blueprint:
The GameUserSettings class has two functions: RunHardwareBenchmark and ApplyHardwareBenchmarkResults.
RunHardwareBenchmark computes a GPU and CPU score and uses the data given in BaseScalability.ini to determine which parameters to set based on those values. ApplyHardwareBenchmarkResults applies those values.