unreal.GameUserSettings?

class unreal.GameUserSettings(outer=None, name='None')?

Bases: unreal.Object

Stores user settings for a game (for example graphics and sound settings), with the ability to save and load to and from a file.

C++ Source:

  • Module: Engine
  • File: GameUserSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_game_user_settings_ui_needs_update (OnGameUserSettingsUINeedsUpdate): [Read-Write] On Game User Settings UINeeds Update
apply_hardware_benchmark_results() → None?

Applies the settings stored in ScalabilityQuality and saves settings

apply_non_resolution_settings() → None?

Apply Non Resolution Settings

apply_resolution_settings(check_for_command_line_overrides) → None?

Apply Resolution Settings

Parameters:check_for_command_line_overrides (bool) –
apply_settings(check_for_command_line_overrides) → None?

Applies all current user settings to the game and saves to permanent storage (e.g. file), optionally checking for command line overrides.

Parameters:check_for_command_line_overrides (bool) –
confirm_video_mode() → None?

Mark current video mode settings (fullscreenmode/resolution) as being confirmed by the user

enable_hdr_display_output(enable, display_nits=1000) → None?

Enables or disables HDR display output. Can be called again to change the desired nit level

Parameters:
  • enable (bool) –
  • display_nits (int32) –
get_anti_aliasing_quality() → int32?

Returns the anti-aliasing quality (0..4, higher is better)

Returns:
Return type:int32
get_audio_quality_level() → int32?

Returns the user’s audio quality level setting

Returns:
Return type:int32
get_current_hdr_display_nits() → int32?

Returns 0 if HDR isn’t supported or is turned off

Returns:
Return type:int32
classmethod get_default_resolution() → IntPoint?

Returns the default resolution when no resolution is set

Returns:
Return type:IntPoint
get_default_resolution_scale() → float?

Gets the desired resolution quality based on DesiredScreenWidth/Height and the current screen resolution

Returns:
Return type:float
classmethod get_default_window_mode() → WindowMode?

Returns the default window mode when no mode is set

Returns:
Return type:WindowMode
classmethod get_default_window_position() → IntPoint?

Returns the default window position when no position is set

Returns:
Return type:IntPoint
get_desktop_resolution() → IntPoint?

Returns user’s desktop resolution, in pixels.

Returns:
Return type:IntPoint
get_foliage_quality() → int32?

Returns the foliage quality (0..4, higher is better)

Returns:
Return type:int32
classmethod get_frame_pace() → int32?

Gets the current frame pacing frame rate in fps, or 0 if none

Returns:
Return type:int32
get_frame_rate_limit() → float?

Gets the user’s frame rate limit (0 indiciates the frame rate limit is disabled)

Returns:
Return type:float
get_fullscreen_mode() → WindowMode?

Returns the user setting for game window fullscreen mode.

Returns:
Return type:WindowMode
classmethod get_game_user_settings() → GameUserSettings?

Returns the game local machine settings (resolution, windowing mode, scalability settings, etc…)

Returns:
Return type:GameUserSettings
get_last_confirmed_fullscreen_mode() → WindowMode?

Returns the last confirmed user setting for game window fullscreen mode.

Returns:
Return type:WindowMode
get_last_confirmed_screen_resolution() → IntPoint?

Returns the last confirmed user setting for game screen resolution, in pixels.

Returns:
Return type:IntPoint
get_overall_scalability_level() → int32?

Returns the overall scalability level (can return -1 if the settings are custom)

Returns:
Return type:int32
get_post_processing_quality() → int32?

Returns the post-processing quality (0..4, higher is better)

Returns:
Return type:int32
get_preferred_fullscreen_mode() → WindowMode?

Returns the user setting for game window fullscreen mode.

Returns:
Return type:WindowMode

Gets the recommended resolution quality based on LastRecommendedScreenWidth/Height and the current screen resolution

Returns:
Return type:float
get_resolution_scale_information() -> (current_scale_normalized=float, current_scale_value=int32, min_scale_value=int32, max_scale_value=int32)?

Get Resolution Scale Information deprecated: Function ‘GetResolutionScaleInformation’ is deprecated.

Returns:current_scale_normalized (float):

current_scale_value (int32):

min_scale_value (int32):

max_scale_value (int32):

Return type:tuple
get_resolution_scale_information_ex() -> (current_scale_normalized=float, current_scale_value=float, min_scale_value=float, max_scale_value=float)?

Returns the current resolution scale and the range

Returns:current_scale_normalized (float):

current_scale_value (float):

min_scale_value (float):

max_scale_value (float):

Return type:tuple
get_resolution_scale_normalized() → float?

Gets the current resolution scale as a normalized 0..1 value between MinScaleValue and MaxScaleValue

Returns:
Return type:float
get_screen_resolution() → IntPoint?

Returns the user setting for game screen resolution, in pixels.

Returns:
Return type:IntPoint
get_shading_quality() → int32?

Returns the shading quality (0..4, higher is better)

Returns:
Return type:int32
get_shadow_quality() → int32?

Returns the shadow quality (0..4, higher is better)

Returns:
Return type:int32
classmethod get_sync_interval() → int32?

Get Sync Interval

Returns:
Return type:int32
get_texture_quality() → int32?

Returns the texture quality (0..4, higher is better)

Returns:
Return type:int32
get_view_distance_quality() → int32?

Returns the view distance quality (0..4, higher is better)

Returns:
Return type:int32
get_visual_effect_quality() → int32?

Returns the visual effects quality (0..4, higher is better)

Returns:
Return type:int32
is_dirty() → bool?

Checks if any user settings is different from current

Returns:
Return type:bool
is_dynamic_resolution_dirty() → bool?

Checks if the dynamic resolution user setting is different from current system setting

Returns:
Return type:bool
is_dynamic_resolution_enabled() → bool?

Returns the user setting for dynamic resolution.

Returns:
Return type:bool
is_fullscreen_mode_dirty() → bool?

Checks if the FullscreenMode user setting is different from current

Returns:
Return type:bool
is_hdr_enabled() → bool?

Is HDREnabled

Returns:
Return type:bool
is_screen_resolution_dirty() → bool?

Checks if the Screen Resolution user setting is different from current

Returns:
Return type:bool
is_v_sync_dirty() → bool?

Checks if the vsync user setting is different from current system setting

Returns:
Return type:bool
is_v_sync_enabled() → bool?

Returns the user setting for vsync.

Returns:
Return type:bool
load_settings(force_reload=False) → None?

Loads the user settings from persistent storage

Parameters:force_reload (bool) –
on_game_user_settings_ui_needs_update?

(OnGameUserSettingsUINeedsUpdate) – [Read-Write] On Game User Settings UINeeds Update

reset_to_current_settings() → None?

This function resets all settings to the current system settings

revert_video_mode() → None?

Revert video mode (fullscreenmode/resolution) back to the last user confirmed values

run_hardware_benchmark(work_scale=10, cpu_multiplier=1.000000, gpu_multiplier=1.000000) → None?

Runs the hardware benchmark and populates ScalabilityQuality as well as the last benchmark results config members, but does not apply the settings it determines. Designed to be called in conjunction with ApplyHardwareBenchmarkResults

Parameters:
  • work_scale (int32) –
  • cpu_multiplier (float) –
  • gpu_multiplier (float) –
save_settings() → None?

Save the user settings to persistent storage (automatically happens as part of ApplySettings)

set_anti_aliasing_quality(value) → None?

Sets the anti-aliasing quality (0..4, higher is better)

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic (gets clamped if needed)
set_audio_quality_level(quality_level) → None?

Sets the user’s audio quality level setting

Parameters:quality_level (int32) –
set_benchmark_fallback_values() → None?

Set scalability settings to sensible fallback values, for use when the benchmark fails or potentially causes a crash

set_dynamic_resolution_enabled(enable) → None?

Sets the user setting for dynamic resolution. See UGameUserSettings::bUseDynamicResolution.

Parameters:enable (bool) –
set_foliage_quality(value) → None?

Sets the foliage quality (0..4, higher is better)

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic (gets clamped if needed)
set_frame_rate_limit(new_limit) → None?

Sets the user’s frame rate limit (0 will disable frame rate limiting)

Parameters:new_limit (float) –
set_fullscreen_mode(fullscreen_mode) → None?

Sets the user setting for the game window fullscreen mode. See UGameUserSettings::FullscreenMode.

Parameters:fullscreen_mode (WindowMode) –
set_overall_scalability_level(value) → None?

Changes all scalability settings at once based on a single overall quality level

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic
set_post_processing_quality(value) → None?

Sets the post-processing quality (0..4, higher is better)

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic (gets clamped if needed)
set_resolution_scale_normalized(new_scale_normalized) → None?

Sets the current resolution scale as a normalized 0..1 value between MinScaleValue and MaxScaleValue

Parameters:new_scale_normalized (float) –
set_resolution_scale_value(new_scale_value) → None?

Set Resolution Scale Value deprecated: Function ‘SetResolutionScaleValue’ is deprecated.

Parameters:new_scale_value (int32) –
set_resolution_scale_value_ex(new_scale_value) → None?

Sets the current resolution scale

Parameters:new_scale_value (float) –
set_screen_resolution(resolution) → None?

Sets the user setting for game screen resolution, in pixels.

Parameters:resolution (IntPoint) –
set_shading_quality(value) → None?

Sets the shading quality (0..4, higher is better)

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic (gets clamped if needed)
set_shadow_quality(value) → None?

Sets the shadow quality (0..4, higher is better)

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic (gets clamped if needed)
set_texture_quality(value) → None?

Sets the texture quality (0..4, higher is better)

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic (gets clamped if needed)
set_to_defaults() → None?

Set to Defaults

set_v_sync_enabled(enable) → None?

Sets the user setting for vsync. See UGameUserSettings::bUseVSync.

Parameters:enable (bool) –
set_view_distance_quality(value) → None?

Sets the view distance quality (0..4, higher is better)

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic (gets clamped if needed)
set_visual_effect_quality(value) → None?

Sets the visual effects quality (0..4, higher is better)

Parameters:value (int32) – 0:low, 1:medium, 2:high, 3:epic, 4:cinematic (gets clamped if needed)
supports_hdr_display_output() → bool?

Whether the curently running system supports HDR display output

Returns:
Return type:bool
validate_settings() → None?

Validates and resets bad user settings to default. Deletes stale user settings file if necessary.