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Modular Game Settings

  • Unreal Engine 5
  • C++
  • CommonUI
  • Enhanced Input

A data-driven settings system where each setting is made of a value source, effects, conditions and a widget, shipping with 60+ ready-made settings and CommonUI screens. Now part of Modular UI System.

Overview

Every setting is a small set of parts in a data asset: where its value lives, what happens when it changes, when it is shown and which widget draws it. Each part can be extended in Blueprint, so a whole settings menu can be built and changed without C++. Since October 2026 it ships inside the Modular UI System plugin as three modules: runtime, UI and editor.

My Role

I designed and built the system end to end, and after every planned phase was done I moved it into Modular UI System as separate modules.

Systems I Built

  • Four-Part Settings

    A value source (save game, Game User Settings, any property, a console variable), effects, conditions and a widget.

  • CommonUI Settings Screen

    Tabs, search, a "changed only" filter, a details panel, dialogs and gamepad navigation.

  • Editing & Saving

    Live preview; apply, revert and reset per setting, page or everything. Per-user and per-machine saving with version migration.

  • Key Bindings

    Primary and secondary keys for keyboard and gamepad, conflict groups and a press-any-key screen.

  • Calibration Screens

    Safe zone, brightness and HDR calibration screens.

  • Performance Stats

    Frame rate, frame times, thread times, ping, packet loss and bandwidth, as text and graphs.

  • Bundled Catalog

    More than 60 ready settings on Display, Graphics, Audio, Gameplay, Keyboard & Mouse, Gamepad and Accessibility pages.

  • Editor Tools & Tests

    Content Browser entries, a validator that checks pages against each other, and automation tests.