Author: Chelsea Adams
Posted: 07/24/2026
PART 1: THE PROBLEM:
When I first was implementing the graphics options, I thought it would be really cool to implement quality settings as well. It would be a good way to keep the stress off of the GPU of certain computers that couldn't handle it. However, when I first implemented it and tested it, the quality wouldn't change even when I changed it in the Settings Menu.
PART 2: THE SOLUTION:
I had to do further research on the quality settings... totaling about 3 hours or more on me just researching how to get quality settings to change on Unreal. I discovered I was using the wrong function, both for getting what the quality settings were set to in the GameUserSettings (how I made sure that the options in the menu were reflecting what the actual settings are), but also that I was pushing changes into the wrong function. So, I changed those two settings and tested it once more.


After doing this, the quality settings reflected what was shown in the Settings Menu. Huzzah! I had finally figured it out, and now the end users would be able to adjust their quality settings to their needs. The additional research also made me much more confident for the future if I were to try and implement more specific quality settings, letting the user change each one individually or the overall settings, giving even more customizability for the settings.
I also added a line in the ControlsMenu.cpp where I made sure to remove it from the parent after clicking the Close button.