Update Notes - Easy Game UI Ultimate v3.0.2¶
Update 3.0.2 is a small update bringing a few minor bugfixes to version 3.0 alongside support for 5.8, you can find below a guide to apply the fixes on your project without redownloading the asset.
(5.8) Crash in some situation with volumetrics settings
This issue can cause a crash in the engine (in 5.8 only) when lowering Volumetrics to low or medium
Potential UI Navigation conflict when no widget of the system is active
This issue can cause minor conflicting with inputs and focus handling in some rare situations where a system widget isn't active
Various minor issues with save profiles
Various minor issues can create confusing behaviors from the Save Profiles system
- To fix these issues, open the
GI_EasyMainGameInstanceand under theInterfacescategory, look for theSelect New Save Profilefunction -
First, start by adding the following logic beofre the
Format Profile Name, a simple check if theNew Save Profileis empty, if True we setCurrent Save Profileto an empty string and go straight to theGet All Saves Metadatanode at the end of the function -
Then, open the
Format Profile Namegraph and make sure that the text in theReplace Inlinenode isProfile_(the_at the end might be missing)
Inconsistent behaviors when disabling settings
Various minor issues can cause inconsistent behavior when disabling some specific settings from the system
- To fix these issues, first start by opening the
WBP_EGUI_SettingMasterwidget and go to the Graph tab -
In there, first locate the
Current Setting Visibility Statevariable and in the Details panel set the booleanPrivateto False (unchecked) -
Then, locate the function
Update State Tags List, and add a check at the begining of the function to see if theInt Valuereturned by theGet Current Value as Intfunction is valid like so: -
Then, open the
WBP_EGUI_SettingSelectorwidget, locate the functionReInitOptionsand open theUpdate Base Datasnode in it -
In there, add a new check before the
Set New Visibility Statenode to check if theCurrent Setting Visibility Statevariable is notFully Disabled and Hiddenlike so: -
Lastly, open the
WBP_EasyOptionsMenuMainwidget, in the Designer tab, click on theAA Method Settingand in the Details panel, update theState Rulesvariable like so:- State Tags change
UpscalingOffintoUpscalingOn - Logic Outcome change from
Enable SettingtoDisable Setting - Default State change from
Disable SettingtoEnable Setting
- State Tags change
-
Then go to the Graph tab and locate the function
Get Current Graphic Preset, in there add this simple check in the Loop Body pin to see if the setting is enabled before processing it:
Intro credits displaying the background level for a frame
This issue can cause the level to be visible for a few frames before the black intro credits can initialize and hide it
- To fix this issue, open the
BP_EasyMainMenuControllerand locate theSet Initial Viewpointcollapsed node -
After this node, call the function
Get Player Camera Managerand from it call the functionSet Manual Camera Fadelike so: -
On this function, set the
In Fade Amountto 1.0 and connect it right after theSet Initial Viewpointnode -
Copy this logic and add it as well after the
Add Widget of Class to Stacknode but this time with a value forIn Fade Amountof 0.0
FPS Counter being affected by time dilation
This issue can cause the fps counter to display incorrect values when the Global Time Dilation is not 1
- To fix this issue, open the
WBP_EHB_FramerateCounterwidget and locate the functionUpdate Framerate -
In this function, locate the node
Get World Delta Secondsand add aDividenode after it, divide that by the time dilation using theGet Global Time Dilationnode like so:The final calculation should be:
1/(Get World Delta Seconds/Get Global Time Dilation)











