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Settings Reference

BavGames edited this page Jul 5, 2026 · 1 revision

Settings Reference

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 in GameUserSettings.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)

Video / Display

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.

Graphics / Quality

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.

Audio

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.

Controls

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.

Interface

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.

Behavior shared by all settings

  • 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.ini except GUS-backed ones, which stay in the engine's GameUserSettings.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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