Options Menu
- jamesghholt
- Mar 31, 2022
- 1 min read
I developed the underlying UI and blueprints of the options UI. Allowing the player a level of customisabilty to adjust the game to their hardware.

Anchors are used to define a UI widget's desired location on a Canvas Panel and maintains that position with varying screen sizes, by using the anchor as a relative reference of position.
Once you have a Canvas Panel and add other UI Widgets to it, you can either select from a number of preset Anchor positions (typically, selecting one of these should do if you only want to keep your Widget at a specific location) or you can manually set the Anchor position and Min/Max settings as well as applying offsets.
Most of the UI in this menu scales based on the top right corners position. Apart from the centered "OPTIONS" title and blurred background-- which is pinned to the screens entirety.

The blueprints are extremely simple, as they take advantage of Unreal Engine's console commands. Instead of using many nodes to manipulate how the engine behaves. For example:
r.setres
sg.shadowquality
postprocessaaquality
sg.texturequality

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