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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

  1. To fix this issue, open the BP_SettingVolumetrics and locate the function Apply Setting Value
  2. In this function, locate the Make Array node, right click on the pin [3] and select Remove Array Element Pin

  3. Once this is done, the engine should no longer crash when setting 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

  1. To fix this issue, open the BP_EasyMainGameHUD and locate the function Handle Local Any Key Input
  2. In this function, locate the node Get Widget Desired Focus Target and simply add a Branch node in front of it connected to the Widget Is Focus Handler pin, like so:

Various minor issues with save profiles

Various minor issues can create confusing behaviors from the Save Profiles system

  1. To fix these issues, open the GI_EasyMainGameInstance and under the Interfaces category, look for the Select New Save Profile function
  2. First, start by adding the following logic beofre the Format Profile Name, a simple check if the New Save Profile is empty, if True we set Current Save Profile to an empty string and go straight to the Get All Saves Metadata node at the end of the function

  3. Then, open the Format Profile Name graph and make sure that the text in the Replace Inline node is Profile_ (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

  1. To fix these issues, first start by opening the WBP_EGUI_SettingMaster widget and go to the Graph tab
  2. In there, first locate the Current Setting Visibility State variable and in the Details panel set the boolean Private to False (unchecked)

  3. Then, locate the function Update State Tags List, and add a check at the begining of the function to see if the Int Value returned by the Get Current Value as Int function is valid like so:

  4. Then, open the WBP_EGUI_SettingSelector widget, locate the function ReInitOptions and open the Update Base Datas node in it

  5. In there, add a new check before the Set New Visibility State node to check if the Current Setting Visibility State variable is not Fully Disabled and Hidden like so:

  6. Lastly, open the WBP_EasyOptionsMenuMain widget, in the Designer tab, click on the AA Method Setting and in the Details panel, update the State Rules variable like so:

    • State Tags change UpscalingOff into UpscalingOn
    • Logic Outcome change from Enable Setting to Disable Setting
    • Default State change from Disable Setting to Enable Setting

  7. 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

  1. To fix this issue, open the BP_EasyMainMenuController and locate the Set Initial Viewpoint collapsed node
  2. After this node, call the function Get Player Camera Manager and from it call the function Set Manual Camera Fade like so:

  3. On this function, set the In Fade Amount to 1.0 and connect it right after the Set Initial Viewpoint node

  4. Copy this logic and add it as well after the Add Widget of Class to Stack node but this time with a value for In Fade Amount of 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

  1. To fix this issue, open the WBP_EHB_FramerateCounter widget and locate the function Update Framerate
  2. In this function, locate the node Get World Delta Seconds and add a Divide node after it, divide that by the time dilation using the Get Global Time Dilation node like so:

    The final calculation should be: 1/(Get World Delta Seconds/Get Global Time Dilation)