Irrelevant Pixel
  • Introduction / Foreword
  • ↘️Integrating Menu into your game
    • Add to your project
    • Maps and Modes
    • Your Game Instance
    • Play in your Level
    • Turn ON Enhanced Input
    • Mouse functionality
    • Integration completed
  • Getting to know how to use it
    • Creating Page for Options
    • Selector
    • Slider
    • Toggle
    • Keybinder
      • Duplicating Keys
    • Stylizing Interactive Widgets
    • Save your Options
    • End of the Basic Usage Manual
  • Advancing into Internal Structure
    • Core Concepts
    • Page-related things
    • Aspect Ratios + Resolutions
    • Graphics 'Overall Quality'
    • Deeper into (C)Stylizing
    • deleting Dev.Tool
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On this page
  • How Resolutions are handled
  • Understanding concept of Aspect Ratios in this Menu project
  • In case you prefer not to have Aspect Ratios and go with a plain-simple all-in-one Resolutions
  1. Advancing into Internal Structure

Aspect Ratios + Resolutions

Last updated 9 months ago

How Resolutions are handled

Any time it is necessary to get an array of Resolutions, this Get function is used:

As you can see, the second one is supplemented with the variable from the SaveGame file, in case you are not satisfied with standard Unreal Engine Resolutions, you can get help from that array variable.


Understanding concept of Aspect Ratios in this Menu project

I should start with mentioning that Aspect Ratios is a feature that started as experimental, and then it was decided to improve it and keep it.

It is half-automatic. Resolutions is that part that will be handled automatically, when manual part is Ratios. Those 16:9 4:3 1:1 you see, should be added to the array variable in SaveGame by hand(unfortunately):

So if you would have lets say 1280x1024 but there is no 5:4 in your Ratio Selector, then player will never be able to choose it.

Once I got to the point of publishing this project to the Marketplace, the realization came that it is quite doable to make this automatic as well, make the Ratios system compose its array based on provided Resolutions, but it will(probably) come later as an update.

For now, just google popular aspect ratios(there are not so many of them really) and add them to that array.


In case you prefer not to have Aspect Ratios and go with a plain-simple all-in-one Resolutions

I've put two variations of Resolutions functionality on my Screen Page, you can swap between those in less than a minute.

both Resolutions can't live up together, you have to disconnect one you don't want

On the Page Screen find Selector for All Resolutions and go to its Visibility setting. It Collapsed, change it to Visible. Other Selectors for Aspect Ratio and Resolution set to the opposite - Collapsed, so only one of those resolution widgets would be present in the game:

Switch to the Event Graph, remove connections for one set of resolutions and connect for the other:

Now it should work.

before
after