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Up and Coming
August 13, 2014

Plugin: Launcher with graphics settings

I've made a UnrealEngine plugin which adds a Launcher window to your game with some graphics settings, like this;



You can download the plugin here;
http://www.mediafire.com/download/skjz15jcb93ju0a/ScalabilityUIPlugin_v4_4_1.zip

And you can contribute to the source code here;
https://github.com/Teddy0/ScalabilityUIPlugin

It will pop up this window when you start the game (but not the editor) and allow users to lower graphical settings to help them hit 75 fps.

Pixels Per DisplayPixel: adjusts the resolution, and has a dramatic effect on performance.
Anti-Aliasing: Lowering this to Low/Medium will help performance at high resolutions
Post Processing: Lowering this to Low/Medium will disable tone mapping and bloom, both of which have a high impact on performance

The rest are pretty self explanatory.

You can change the banner image by replacing this file;
Plugins\ScalabilityUIPlugin\Resources\Banner.png
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    53 replies

    Participant
    October 16, 2014
    Hi All,

    I'm just trying out this plugin as it's exactly what i need to my interactive archviz project where recently I've been having to edit the .ini files and exporting 2 versions, a high quality and low quality for clients.

    Am i right in saying that building in development mode won't work with this plugin? Just tried it in 4.4.3 and it opened up fine, was enabled, but after building gave me an error about not being able to find the plugin.

    Thanks

    Karl
    Up and Coming
    October 16, 2014
    Hey Karl,

    The plugin won't run outside the editor in 4.4.3 right now unless it's recompiled. If you're using a blueprint template you can try what I did to get around this, post is on the previous page.
    @elysebk | elysebk.com Oculus Launchpad Project: Mail Snail
    Participant
    October 17, 2014
    Thanks for the reply. I'm just on version 4.5 now, have added the plugin files into the blueprint project directory but can't open the project at all, it asks if i want to recompile the plugin, answering yes fails and no just shuts it down. Did you mean adding the plugins into the mix some other way? Or is it a 4.5 incomparability now you think?

    Cheers

    K
    Up and Coming
    October 17, 2014
    Haven't tried it with 4.5 yet so I can't say for sure. You could try removing the plugin files, opening the Blueprint project as normal and adding the C++ then. Make sure it generates the visual studio files for the code, then close the project, re-add the plugin and see if it will let you compile it when you try to open it again.
    @elysebk | elysebk.com Oculus Launchpad Project: Mail Snail
    Participant
    October 18, 2014
    Cheers.

    Sorry for being a bit dense though, I'm a bit new to UE4! But when you say 'complie' i think im missing a step. How do you do that exactly? I've tried just now in 4.4.3, added the plugin, added the empty class and then built it in dev mode... not sure about the inbetween step that im obviously missing but dont really know much about vis studio either!

    Cheers

    K
    Participant
    October 20, 2014
    What i did to fix it:

    1. Copy plugin folders to your project

    2. Delete plugin dll that couse you problem when you opening project

    3. Open your project

    4. Create new c++ class and choose project folder (in this thread 2 page there is step how to do it)

    5. Compile

    It worked for me.
    Participant
    October 20, 2014
    Thanks I'll go back and run through it again. Though when you say 'complile' - that is a stage done in Visual studio am i right? not in UE4?
    Participant
    October 22, 2014
    Dont remeber but i think i did it in UE
    Participant
    October 27, 2014
    Well I finally figured it out and thought i'd post a little message in case anyone else has problems.

    I just managed to get it working in 4.5.1 by following the instructions here. I made a new project in C++, a first person shooter and saved it, closed down UE and then added all the plugin files to the project directory, then looked through and deleted all the DLL's. When i reopened the project in UE 4.5.1 it asked to recompile the plugin and it all worked after I then built it in DEV mode! Awesome.

    I then tried to copy the plugin to a new project which is where i ran into some issues. I thought once it it compiled in 4.5.1 for one project it would just work in another after just copying the newly complied plugin files to the directory but it didn't. I had the same error when running it that the scalability plugin didn't exist. I went back into the project and just added code to the project, the empty class, tried to build it again and this time the build failed! I thought I might have messed things up but when I restarted UE again it said "myproject.DLL file is older or from another version - would I like to recompile" I said yes and this time it built the project and it worked! Im not sure why it had to recompile a DLL separate to the plugin but there you go......

    So i'm not sure exactly whats going on as im no code expert but it seems the plugin doesn't work by just adding the files, you need to have all the crazy C++ files in there for it too run properly, the file structure of the final build has loads of extra folders relating to the C++ and the Icon is a different style as well........ But it works so all good!

    Thanks again for all the help and making the plugin. Will be very useful now!
    New Participant
    November 30, 2014
    I think I have figured out how to make the plugin work properly in the unreal engine folder, and being able to use the pluing editor to activate/deactivate it: if you follow the steps above, you'll generate a .dll in the usual folder under RollercoasterPlugin\Binaries\Win64\, in your project folder.

    That .dll is compiled for the version of unreal engine you are running. In my case, 4.5.1. If you copy that .dll to the plugin folder in the engine folder, the plugin will work on any project without having to add C++ or anything to the project, like it should.

    Then you can use the plugin editor properly.