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Settings Reference
BavGames edited this page Jul 5, 2026
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1 revision
Every setting shipped in the OptiKit catalog (43 definitions under /OptiKit/Catalog/).
Delete any Data Asset to drop its row; run Tools → OptiKit → Check Settings Catalog
afterwards. "Applier" says which mechanism pushes the value into the engine:
-
GUS -
UGameUserSettings(persisted by the engine inGameUserSettings.ini; OptiKit reconciles at boot, engine state wins) - CVar - console variable (persisted by OptiKit, re-applied at boot; written at console priority so the player's choice beats project-ini defaults)
-
Audio - sound-class mix or Audio Modulation bus, per
UOkSettings.AudioBackend - EI - Enhanced Input runtime-context patching / axis modifiers
- Interface - culture switch / FPS counter widget
- Delegate - broadcast to your Blueprint/C++ handler (Step 6)
| Id | Type | Default | Applier | Notes |
|---|---|---|---|---|
Video.WindowMode |
Option | WindowedFullscreen | GUS | Fullscreen / Windowed Fullscreen / Windowed. Desktop only. Confirmation countdown; auto-reverts if not confirmed. |
Video.Resolution |
Option | current display | GUS | Options filled at runtime from the display. Desktop only. Confirmation countdown. Disabled in Windowed Fullscreen. |
Video.VSync |
Bool | On | GUS | Desktop only. |
Video.FrameRateLimit |
Option | Unlimited | GUS | 30/60/90/120/144/165/240/Unlimited. |
Video.FieldOfView |
Float | 90° | Delegate | 60-120°, step 1. Your game applies it - use the Set Player Camera Fov node. |
Video.Brightness |
Float | 1.00 | GUS | 0.5-2.0 gamma multiplier (1.0 neutral, engine DisplayGamma × 2.2). Live preview while dragging. In PIE it drives the game viewport only - the editor is untouched. |
Video.HDR |
Bool | Off | GUS | Hidden when the display does not support HDR. |
| Id | Type | Default | Applier | Notes |
|---|---|---|---|---|
Gfx.Preset |
Option | High | GUS | Low/Medium/High/Epic/Custom. Custom appears when groups diverge; picking a preset rewrites all groups. |
Gfx.ViewDistance |
Option | High | GUS | Scalability group; Low/Medium/High/Epic (all group rows). |
Gfx.AntiAliasingQuality |
Option | High | GUS | Scalability group. |
Gfx.AntiAliasingMethod |
Option | TSR | CVar |
r.AntiAliasingMethod: TAA/TSR/FXAA/None. |
Gfx.Shadows |
Option | High | GUS | Scalability group. |
Gfx.GlobalIllumination |
Option | High | GUS | Scalability group. |
Gfx.Reflections |
Option | High | GUS | Scalability group. |
Gfx.Textures |
Option | High | GUS | Scalability group. |
Gfx.Effects |
Option | High | GUS | Scalability group. |
Gfx.Foliage |
Option | High | GUS | Scalability group. |
Gfx.PostProcessing |
Option | High | GUS | Scalability group. |
Gfx.ResolutionScale |
Float | 100% | GUS | 50-100%, step 5. Live preview. Disabled while a vendor upscaler (DLSS/FSR/FSR 2/XeSS) is active. |
Gfx.Upscaler |
Option | TSR | CVar | Off/TSR/DLSS/FSR/FSR 2/XeSS. Vendor options soft-detect their plugin's cvars and only appear when installed; each option also resets the other vendors' cvars. Desktop only. |
Gfx.UpscalerMode |
Option | Quality | CVar | DLSS quality levels (r.NGX.DLSS.Quality); enabled only while Gfx.Upscaler = DLSS. |
Gfx.MotionBlur |
Bool | On | CVar |
r.MotionBlurQuality 0/4 (4 = the engine's default quality). |
Gfx.RunBenchmark |
Trigger | - | GUS | Runs the hardware benchmark and applies the resulting preset/groups. |
| Id | Type | Default | Applier | Notes |
|---|---|---|---|---|
Audio.Master |
Float | 80% | Audio | 0-100%. Live while dragging. Parent of the other channels (SoundClassMix backend). |
Audio.Music |
Float | 70% | Audio | 0-100%. |
Audio.SFX |
Float | 80% | Audio | 0-100%. |
Audio.Voice |
Float | 90% | Audio | 0-100%. |
Audio.UI |
Float | 80% | Audio | 0-100%. |
Audio.MuteOnFocusLoss |
Bool | On | Audio |
FApp unfocused volume multiplier. |
Audio.Subtitles |
Bool | On | Audio | Engine subtitle toggle. |
Audio.SubtitleSize |
Option | Medium | Delegate | Small/Medium/Large; your subtitle widget reads it. Enabled only while subtitles are on. |
| Id | Type | Default | Applier | Notes |
|---|---|---|---|---|
Ctrl.Rebinds |
KeyBindGroup | - | EI | One row per rebindable action of the action set. Primary/secondary slot per device family; conflict Swap/Replace/Cancel; capture with timeout and Escape-cancel. |
Ctrl.MouseSensitivity |
Float | 1.0 | EI | 0.1-10.0 scalar on look mappings (mouse keys). |
Ctrl.GamepadSensitivityX |
Float | 1.0 | EI | 0.1-10.0 scalar, horizontal stick axis. |
Ctrl.GamepadSensitivityY |
Float | 1.0 | EI | 0.1-10.0 scalar, vertical stick axis. |
Ctrl.InvertY |
Bool | Off | EI | Negates the vertical look axis. |
Ctrl.InvertX |
Bool | Off | EI | Negates the horizontal look axis. |
Ctrl.GamepadDeadzone |
Float | 0.15 | EI | 0.0-0.5; applied before sensitivity so scaling cannot saturate the deadzone. |
Ctrl.GamepadVibration |
Bool | On | Delegate | Your game reads it before playing force feedback. |
Ctrl.ResetBindings |
Trigger | - | EI | Restores every binding to the source-context defaults; confirmation dialog; persists immediately. |
All Ctrl.* values act on OptiKit's runtime copies of your mapping contexts - source
assets are never modified. They require the Enhanced Input project classes
(Step 1); OptiKit warns at game start when they are missing.
| Id | Type | Default | Applier | Notes |
|---|---|---|---|---|
UI.Language |
Option | current culture | Interface | Options filled from the packaged localization cultures (native-name labels); switches live. In PIE it drives the game localization preview only. |
UI.CameraShake |
Float | 100% | Delegate | 0-100%; your game scales its camera shakes with it. |
UI.ShowFPS |
Bool | Off | Interface | Plugin's own counter widget (theme-reskinnable via FpsCounterClass); survives restarts and map loads. |
- Values stage in the menu and commit on Apply (or instantly with
UOkSettings.bAutosaveOnChange); Revert returns to the last applied values; Defaults stages the catalog defaults. - Committed values persist to
Saved/Config/OptiKit/OptiKit.iniexcept GUS-backed ones, which stay in the engine'sGameUserSettings.ini. - Rows guarded by an edit condition disable automatically; platform-filtered rows (desktop-only) never appear elsewhere; rows whose cvar is absent or read-only hide themselves.
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