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.