A basic video showing some functions (bugs still included)
For this project, I developed a fully functional graphics settings menu using Unreal Engine 5 Blueprints. The goal was to create a player-facing system that felt similar to what would be expected in a finished game rather than relying on temporary debug controls. The menu provides access to common display and graphics options, including Full Screen mode, screen resolution, V-Sync, overall quality presets, and individual graphics settings such as shadows, textures, effects, post processing, view distance, and foliage quality. (Not all settings shown are working correctly as of making this blog post)

A large portion of the work involved connecting the user interface to Unreal Engine's Game User Settings system. Each option had to correctly communicate with the engine, update the appropriate setting, and remain synchronized with the menu itself. This required creating Blueprint logic capable of reading existing settings, updating user selections, applying changes, and saving them for future sessions.

One of the more challenging aspects of the implementation was ensuring that the UI accurately reflected the player's current settings whenever the menu was opened. Rather than relying solely on default values, the system retrieves saved settings directly from Unreal Engine's Game User Settings and updates each drop-down menu accordingly. This allows the interface to remain consistent with the player's previously selected configuration.

The finished system provides players with direct control over both display and graphical quality options while demonstrating the integration of UI design, Blueprint scripting, and engine-level settings management. Although the feature itself appears simple from the player's perspective, creating a reliable and persistent settings menu required careful coordination between user interface elements and Unreal Engine's underlying configuration systems.

While the system is largely functional, several options are still undergoing testing and refinement as I continue addressing edge cases and implementation bugs. Future development will focus on expanding the settings menu with a fully featured keybinding system and dedicated audio controls, further improving the overall player experience and level of customization available to users.