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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  1. Getting to know how to use it

Save your Options

It is presumed that you already familiar with the basic UE feature "SaveGame"

Last updated 2 months ago

In the future, I am planning to rework my whole SaveGame concept and make it more automatic and easier to use. For now, it is quite straight-forward and simple, if you already at least watched some of the Unreal Engine SaveGame tutorials and know what that is - it all will be easy for you to understand.


Open the SaveGame file BP_SaveGame_GameSettings. As you can see, here all of the non-GameSettings are stored.

Add a variable for the new Option you need. Now you want to access that variable from any place in your Project, read / write its value. I do that with the help of the GlobalFunctions BP library.

SaveGame sections in Global Functions

In BPFL_GlobalFunctions, if you look at categories, some of those are normal, and others (almost half) end with (SaveGame). The second ones are isolated functions that do nothing but interact with SaveGame variables, nothing more. Primarily performs Set/Get. Almost no real reason even to bother looking inside those, no real functionality there.

All functions in such categories are named with prefix (S)

I suggest you also make Set/Get little functions as well. In my opinion, it is better to have such things as one neat node when possible.


In this project, I went with a simple and straightforward approach of autosave. Once an event from an Option in the Page is triggered and its functional part is executed - then it is instantly Saved.

Go and open something like Screen, Audio, Mouse pages and look what i am talking about. Save is performed with a simple call of this Global function:

But I am already thinking about remaking this entire thing, probably will figure out the best way how to do that soon.