at 17:46 I found it was cleaner to create a structure array for each resolution value and run through it with a for loop with break, checking if the saved resolution was equal to the resolution at the array index and breaking the loop if so. It also has the added benefit of being able to access all of your resolutions from a single node in the future.
You don't even need a structure or loop for that, just a simple int point array, store the reso values to the array, and use 'get' on the array using the index of the switcher; or 'find' to find the value from the array
thank you :) it really helped me a lot. I am a beginner at UE5 but i wanted to complete/package a simple project as soon as possible. i am just making a walking simulator so packaging and menu options etc tutorials are really helpful.
What an absolute W tutorial. You made this tutorial so well by explaining what each blueprint item does which really helps we with learning how to code by myself. THANKS!
Awesome tutorial, Menu systems usually get forgotten and glad i found this one. Something i did find for the resolution is you could convert int point x to string and put that through a "Switch on String", just so you don't have cascading branches. Also means you can have a default as a failsafe.
.... holy fuck man. this and two other videos allowed me to set up an ENTIRE menu system for a game im making (ZERO experience except the last month after deciding other games sucked) and its legitimately... good? lmfao crazy. thanks to you n gorka games, this may actually be possible... thank you!!!
Fantastic video, thanks so much for this. This feels like one of those things that becomes a template after learning, but one does have to learn how to do it the first time!
Very awesome! Thank you very much! I've been struggling with this for a while. I think it's due to most tutorials being for UE4. This works great with 5.
This may be helpful to some. You can also show the options menu in the same exact widget instead of a separate one by putting a border around it. making it a variable and naming it. Then do the same to the main menu bar. Leave the main bar visible on default and the visibility of the options hidden. Then on-click the options button and set the visibility of the options Border to visible then on-click the back button and set it to fall. I find this better in case you want to keep your main menu bar shown but if not then you could easily add some more nodes to make it hide when clicking options. This man did great and taught me some important stuff today so I figured I'd attempt to share a trick for some incase you don't want to just copy and paste this great man's work. Love you all.
Awesome! Thank you, this was very helpfull! Would love to know how to go back to the menu when hitting 'esc'. Is it the same as Keyboard ESC Event -> Remove from Parent -> Create Widget -> Add to Viewport?
I ran your project files in Standalone Game Mode. The resolutions aren't working and the scalability settings in Unreal Editor aren't changing when I change overall graphics settings after playing it. What am I doing wrong?
I don't get it as well. I had done a very similar attempt before watching the video, I got the same problem. Fullscreen mode doesn't work as expected for some reason.
Running into the same issue. Everything seems to work but the resolutions. I can scale down when in windowed mode below 1080p but cannot scale above it. When in fullscreen mode (on a 4k display), I cannot go below 4k (the text changes but the actual resolution doesnt).
sorry to bother you but for me the resolution setting isn't working, if you could help, that would be great. Otherwise, this tutorial was amazing and very helpful
And what about different aspect ratios? Here you set fixed and most common resolutions, but there are many differents and you can easily "brake" someones monitor if he goes out of sync. There's a way to get a list of actual supported screen resolutions instead of hard coding them?
1. Window Mode doesn't work at all, that also applies to your example since you literally open it at the end with fullscreen being set, but the game opens windowed. For me it's always windowed in editor and fullscreen after build 2. Text bindings don't load when the widget is constructed. The variables do change and save (I can see the graphics actually look worse on low), but whenever you open the settings menu all the text boxes will just spell the first option regardless of what's actually set (so fullscreen, low and off in this case (I didn't add resolution))
I love how when looking at assignments from classmates at my uni, almost everyone has copied this tutorial, then get surprised when they get a low score. People really do be just 100% copying tutorials and submitting them in assignments where 100% of it has to be your own work, and not tutorials. Still a good tutorial to teach, just remember people to change the way the UI looks to make it your own and stand out from other games. A basic looking UI will not make your game/project unique.
All worked fine and a brilliant tutorial until i ran the game , the menu opens lets you change everything but the apply button doesn't seem to do anything , i downloaded your code and its also has the same issue so obviously looking at that and the comments it works fine just me ! , any help you can think of (im on 5.5.1 if that helps :) thanks
Hey @UnrealUniversity when i package the game the "graphics" selection is not populated, i have to click on the arrows in order to get the low, medium, ect. text. in stand alone everything is fine but it only happens when in package the game. do you know why?
One thing about this I don't like for options is having the counting system for the arrow buttons. I want to make it so you don't hit a limit when pressing a button and instead have it loop but I don't know how to do this.
hello, thanks for the tutorial. How can I add sound settings to this widget? If we want the player to be able to increase or decrease the sound in the game whenever players wants, how should we develop it? I need your suggestion !
Hey man thanks so much for the tutorial. But I have one small issue. When I change the resoloution in my options and apply, it does work but now my mouse doesn't match my cursour. Meaning if I put my mouse over a button again like to change the resoloution back it doesnt detect it and I have to move my mouse far down and to the right for the button to light up. What can I do to get my mouse accurate again? Also is this potentially just a problem in the editor and may be correct in the actual packaged game?
None of the resolution or window mode settings do anything in a standalone game.. So this is pretty much useless.. Also the fullscreen doesn't go in fullscreen even in "new editor window" run mode
it took all day of work so be warned lol haha but it works perfectly thanks alot i mean that now i have a fully function menu i am working on first then the games next its a terminator fan game
I have a small problem; i don't know how to have the default value of the resolution to be set. For me it automatically says; 0x0. And the default of var.resolution is indeed that, but then still if I want to change that for 1920x1080 as default, and I hit next, then it instantly goes to the highest. Which means the current Resolution index must be at 3; 3+1 makes 4 (duh). But it says it's set at 0. Can you help me with this?
So when I go to the options menu and I choose and change the Resolution because the screen changes for some reason all the button "colliders" stay at the same place they were so when I click the back in wont go back but if I click a bit higher it will... Is there a way to refresh the buttons when the resolution is changed?
hah? For some reason, when I press the "back" button to return to the main menu widget. My character becomes visible and starts falling. My camera controls and (probably) my player inputs are registered. this also loads the widget on the character blueprint.
when i open my level using start game, the gamemode override stays as mainmenu and i cant move my character or shoot (i'm following your top-down game tutorial alongside this). im not quite sure what to do here if you/anyone have any ideas
I followed his tutorial exactly but when I set my graphics to medium or lower it doesn't load and says texture streaming pool over 160.668 MiB budget. Does anyone know what this means or how to fix it?
type in the console r.streaming.poolsize 5000 to get rid of the message if you dont have different resolutions for textures then it doesnt have anything to load so it places a copy of the original (thants my understanding of how it works feel free to correct me if im wrong)
I have follwed all steps...but it does nothing...all the graphics remain same, window mode os working, but vsync, graphics and resoltion doesnot work at all....and they did not get any effect....any possible solutions plaa@a1zombieslayer148
hey, can you help me plesae? When i enter a scene using content drawer, i can move the camera withou holding RMB, if i enter the scene with the play button in my main menu, i need to hold rmb to move the camera, whats wrong?
yes, are you sure you used the correct email, as an alternative you can just watch if you sign up on my website : www.unreal-university.com/courses/unrealengineforbeginners
Im guessing you didnt make 2 different levels if you have the main menu in your playable level itll stay there if not then maybe you made the level blueprint or some begin play like in your character open your widget
Apply doesn't do anything, am I missing something? The settings are being saved but in game it doesn't change anything. When it loads game user settings it loads the default settings EDIT: I didn't have Apply Settings on the Apply button function
@@ClarkGamer9 on main menu BP graph: options button (is variable turned on) -> select on click -> link options button to remove from parent (self) -> create widget the options menu -> add to viewport that should do it
I love these tutorials where they basically do an any% speedrun but with enough detail to follow along
at 17:46 I found it was cleaner to create a structure array for each resolution value and run through it with a for loop with break, checking if the saved resolution was equal to the resolution at the array index and breaking the loop if so. It also has the added benefit of being able to access all of your resolutions from a single node in the future.
Hey that's really awesome, but I'm kind of dumb. Could you elaborate on how you went about this?
@@foxdogist Lmao this is the most candidly accurate comment I've seen in a really long time.
@@CJdgamer hey thanks man lmao
You don't even need a structure or loop for that, just a simple int point array, store the reso values to the array, and use 'get' on the array using the index of the switcher; or 'find' to find the value from the array
I will certainly try that thank you
thank you :) it really helped me a lot. I am a beginner at UE5 but i wanted to complete/package a simple project as soon as possible. i am just making a walking simulator so packaging and menu options etc tutorials are really helpful.
Me too
What an absolute W tutorial. You made this tutorial so well by explaining what each blueprint item does which really helps we with learning how to code by myself. THANKS!
Just so everyone knows, if for some reason you don't see "events" settings on your buttons make sure "is variable" is checked.
you saved me with this thanks king
Wow, exactly what I needed. Thank you so much for these menu series. Absolutely awesome.
Awesome tutorial, Menu systems usually get forgotten and glad i found this one.
Something i did find for the resolution is you could convert int point x to string and put that through a "Switch on String", just so you don't have cascading branches.
Also means you can have a default as a failsafe.
.... holy fuck man. this and two other videos allowed me to set up an ENTIRE menu system for a game im making (ZERO experience except the last month after deciding other games sucked) and its legitimately... good? lmfao crazy. thanks to you n gorka games, this may actually be possible... thank you!!!
Fantastic video, thanks so much for this. This feels like one of those things that becomes a template after learning, but one does have to learn how to do it the first time!
One of the cleanest tutorials i have ever seen! Excelent
This channel is treasure.
Very awesome! Thank you very much! I've been struggling with this for a while. I think it's due to most tutorials being for UE4. This works great with 5.
This may be helpful to some. You can also show the options menu in the same exact widget instead of a separate one by putting a border around it. making it a variable and naming it. Then do the same to the main menu bar. Leave the main bar visible on default and the visibility of the options hidden. Then on-click the options button and set the visibility of the options Border to visible then on-click the back button and set it to fall. I find this better in case you want to keep your main menu bar shown but if not then you could easily add some more nodes to make it hide when clicking options. This man did great and taught me some important stuff today so I figured I'd attempt to share a trick for some incase you don't want to just copy and paste this great man's work. Love you all.
Awesome! Thank you, this was very helpfull! Would love to know how to go back to the menu when hitting 'esc'. Is it the same as Keyboard ESC Event -> Remove from Parent -> Create Widget -> Add to Viewport?
I think you could set that up in the level blueprint for each level you have
Great tutorial, straight forward and worked first try. Thank you!
I ran your project files in Standalone Game Mode. The resolutions aren't working and the scalability settings in Unreal Editor aren't changing when I change overall graphics settings after playing it. What am I doing wrong?
I don't get it as well. I had done a very similar attempt before watching the video, I got the same problem. Fullscreen mode doesn't work as expected for some reason.
Did anyone find a solution to this
Running into the same issue. Everything seems to work but the resolutions. I can scale down when in windowed mode below 1080p but cannot scale above it. When in fullscreen mode (on a 4k display), I cannot go below 4k (the text changes but the actual resolution doesnt).
Again another very good tutorial from your channel, thank u for the good contant :D
very good, helps learning ui during the unity to unreal transition.
Especially
This seems like so much work for something that basically every game needs, I wonder why some of the logic doesn't already exist
It does. Try coding graphic settings from scratch. It fucking sucks
This was great, thank you. I am having issues with turning off the sound but this was a great start. Thank you
Great starting point. Thank you for sharing!
Dude this was a fantastic tutorial, thanks very much.
Thank you SO MUCH. Greatest guide i`ve ever seen
amazing work sir. vary clear and concise.
tysm this will get me another skep closer to finishing wisho of fidgets
Great Work, Thank you!
Completed! Good work!
Thank u very much. This was very helpful!
Amazing tutorial, thank you so much!
Amazing job! Thank you so much :D
Do you have a tutorial on how to do settings like this on frame rate?
The resolution and fullscreen mode settings don't work for me
Same things
THANKS a lot everything workes just well
what can i replace in 6:56 add operator because i cant see can i replace multiply node? please reply
very good job..
i use int point Array to Resolutionscreen, add de resolutions elemants, get index, find x.. work ok here..
sorry to bother you but for me the resolution setting isn't working, if you could help, that would be great. Otherwise, this tutorial was amazing and very helpful
i am having the same problem too
@@gmblackwell dw it works in a package. It also kinda works if u set thr game to fullscreen
thank you ,you save my life !!!
And what about different aspect ratios? Here you set fixed and most common resolutions, but there are many differents and you can easily "brake" someones monitor if he goes out of sync. There's a way to get a list of actual supported screen resolutions instead of hard coding them?
Usefull tutorial!
1. Window Mode doesn't work at all, that also applies to your example since you literally open it at the end with fullscreen being set, but the game opens windowed.
For me it's always windowed in editor and fullscreen after build
2. Text bindings don't load when the widget is constructed. The variables do change and save (I can see the graphics actually look worse on low), but whenever you open the settings menu all the text boxes will just spell the first option regardless of what's actually set (so fullscreen, low and off in this case (I didn't add resolution))
everything worked here except the Graphics
@@Red_xsamurai same did you fix?
@@unvrmnentI guess I fixed. Need to check as I have not opened my game for 1 month now
Someone know why the only setting working for me is the graphics quality?
Did you find out the reason?
great tutorial but one problem. how do you apply the sound for when you drag the slider
18:50 Why not just add a map variable of the resolution and index?
Nice work !!!
by any chance you could do an alternative to binding the text ?
Thanks for sharing!
How to bind the ESC key from inside the game to take you back to the MAIN MENU?
Love you sir ❤❤❤
can't thank you enough
Works great but for some reason my quality is set to LOW when I choose the smallest resolution ...
so helpful
Massive thank you!
I love how when looking at assignments from classmates at my uni, almost everyone has copied this tutorial, then get surprised when they get a low score.
People really do be just 100% copying tutorials and submitting them in assignments where 100% of it has to be your own work, and not tutorials.
Still a good tutorial to teach, just remember people to change the way the UI looks to make it your own and stand out from other games. A basic looking UI will not make your game/project unique.
14:24 foliage add more options
Great video thanks
4:55 for me, it doesnt appeard the window called "my blueprint" so i cant add a new variable, can somone help me?
Sorry if im late, if you dont have that tab, open any blueprint > window > My Blueprint
thx
thank you so much!!!!!!
All worked fine and a brilliant tutorial until i ran the game , the menu opens lets you change everything but the apply button doesn't seem to do anything , i downloaded your code and its also has the same issue so obviously looking at that and the comments it works fine just me ! , any help you can think of (im on 5.5.1 if that helps :)
thanks
nice video very easy tutorial
Hey @UnrealUniversity when i package the game the "graphics" selection is not populated, i have to click on the arrows in order to get the low, medium, ect. text. in stand alone everything is fine but it only happens when in package the game. do you know why?
One thing about this I don't like for options is having the counting system for the arrow buttons. I want to make it so you don't hit a limit when pressing a button and instead have it loop but I don't know how to do this.
Does the Graphics setting affect the over graphics quality like anti aliasing, texture quality and shadows? Or do I need a separate button for those?
I believe if you want more control you'd need to do separate buttons. The graphics is basically just a preset setup.
how do you make it so when you select the switch it dosen't move around (effected by the text size)?
hello, thanks for the tutorial. How can I add sound settings to this widget? If we want the player to be able to increase or decrease the sound in the game whenever players wants, how should we develop it? I need your suggestion !
Slider and then you put your sounds in a specific class/mix (to separate game and background sounds/music) and push the volume changes to those
How do I ensure that if I set my desplay mode to fullscreen it will set automaticly my native resolution from my PC. Thanks for answear.
hi some question here when i hit apply it wont react f.e. i cant set up any resolution or graphics thank youu
same issue :(
How would I got about making a 'brightness level' in this
Hey man thanks so much for the tutorial. But I have one small issue. When I change the resoloution in my options and apply, it does work but now my mouse doesn't match my cursour. Meaning if I put my mouse over a button again like to change the resoloution back it doesnt detect it and I have to move my mouse far down and to the right for the button to light up. What can I do to get my mouse accurate again? Also is this potentially just a problem in the editor and may be correct in the actual packaged game?
None of the resolution or window mode settings do anything in a standalone game.. So this is pretty much useless.. Also the fullscreen doesn't go in fullscreen even in "new editor window" run mode
Thanks!
This is a great tutorial, helped me a lot, but I don't know how to get this working with my gamepad. 😢
My graphics options such as epic and that don't change at all. Why is that? Was that related to the think you didn't do in the event graph?
it took all day of work so be warned lol haha but it works perfectly thanks alot i mean that now i have a fully function menu i am working on first then the games next its a terminator fan game
I have a small problem; i don't know how to have the default value of the resolution to be set. For me it automatically says; 0x0. And the default of var.resolution is indeed that, but then still if I want to change that for 1920x1080 as default, and I hit next, then it instantly goes to the highest. Which means the current Resolution index must be at 3; 3+1 makes 4 (duh). But it says it's set at 0. Can you help me with this?
idk if you still need help with this but im pretty sure you just connect the default to the resolution you want to be default
So when I go to the options menu and I choose and change the Resolution because the screen changes for some reason all the button "colliders" stay at the same place they were so when I click the back in wont go back but if I click a bit higher it will... Is there a way to refresh the buttons when the resolution is changed?
The only way I found to fix this is by forcing the player to restart the game, then the new updated resolution and positions would be set.
hah?
For some reason, when I press the "back" button to return to the main menu widget.
My character becomes visible and starts falling. My camera controls and (probably) my player inputs are registered.
this also loads the widget on the character blueprint.
for some reason my buttons aren't clickable in my options menu
Did u fix it?
@@TopNeeds123 unfortunately...no
@@JavonWashington lmao Goodluck, wish I could help, I had an issue also but I just debugged it
@@TopNeeds123 thanks bruv wish you the best of luck too!
You have to make it so your cursor shows and if that dosent work try adding clicabble events set to true aswell
when i open my level using start game, the gamemode override stays as mainmenu and i cant move my character or shoot (i'm following your top-down game tutorial alongside this). im not quite sure what to do here if you/anyone have any ideas
tysm
Good video
thanks
I followed his tutorial exactly but when I set my graphics to medium or lower it doesn't load and says texture streaming pool over 160.668 MiB budget. Does anyone know what this means or how to fix it?
type in the console r.streaming.poolsize 5000 to get rid of the message if you dont have different resolutions for textures then it doesnt have anything to load so it places a copy of the original (thants my understanding of how it works feel free to correct me if im wrong)
I have follwed all steps...but it does nothing...all the graphics remain same, window mode os working, but vsync, graphics and resoltion doesnot work at all....and they did not get any effect....any possible solutions plaa@a1zombieslayer148
When I turn window mode into full screen it doesn't turn in to it, is it normal for the editor in ue5 or is it not working for me?
dont think it shows up in the editor only when youre in a full game
thanks
hey, can you help me plesae? When i enter a scene using content drawer, i can move the camera withou holding RMB, if i enter the scene with the play button in my main menu, i need to hold rmb to move the camera, whats wrong?
You could use a disable input maybe or set game to paused thats what i did for my game
@@yoldyblogs766 Thanks!
Thx. Nice tutorial with helpful information. But the screen spaghetti is not something that helps with structured work.
yeah this should be using the game instance at a minimum
hey can is there still access to free beginner course? im not getting the email
yes, are you sure you used the correct email, as an alternative you can just watch if you sign up on my website : www.unreal-university.com/courses/unrealengineforbeginners
this menu works for multiplayer game?
no.
The windowmode for me is somehow not working. I can select which mode i want, but it does not apply. Can anyone pls help me?
when i resize the vertical box it doesnt move the buttons
After the game starts, the menu background remains. What is the problem?
Im guessing you didnt make 2 different levels if you have the main menu in your playable level itll stay there if not then maybe you made the level blueprint or some begin play like in your character open your widget
my options menu wont go back
Tnx
Apply doesn't do anything, am I missing something? The settings are being saved but in game it doesn't change anything. When it loads game user settings it loads the default settings
EDIT: I didn't have Apply Settings on the Apply button function
hey do you know how do i fix when i click options it doesnt show ip
@@ClarkGamer9 on main menu BP graph: options button (is variable turned on) -> select on click -> link options button to remove from parent (self) -> create widget the options menu -> add to viewport
that should do it
Why do most graphic settings tutorials use such a method, when a combo box looks more convenient and attractive?
Controller support?
I’m surprised it doesn’t have a Commercial at the beginning 🙏
how can i go to the menu after starting my game?
check out this video ruclips.net/video/kumZj_mov58/видео.html&ab_channel=UnrealUniversity
I love you Bro 🔥🔥🤍🤍
None of it work except the back button and even when I copy the code over it still doesn't work.
Compile project not work mainemu level only show thirdperson level please. make a compile project. tutorial mainmenulevel start game and play