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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Do not include GameUserSettings.ini in the ToS clause
Gubstep
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
A suggestion, because a temp fix I posted for motion blur resetting was removed.
Exempt GameUserSettings.ini from your ToS for modification, this file is included with ALL Unreal Engine games. It's specifically a file for loading graphical user settings between sessions, the motion blur flag is missing from this file. So it keeps resetting in-between games.
Seriously, go ask your engineers, there's nothing malicious that can be done with this file besides modification of PUBLIC Unreal Engine graphical settings. Setting them to private will make them so users can't override them via this file. People are going to modify this file either way, they do it in every single Unreal Engine game on the market. Just being more explicit about what constitutes "modifying game files" would save players a headache.
Exempt GameUserSettings.ini from your ToS for modification, this file is included with ALL Unreal Engine games. It's specifically a file for loading graphical user settings between sessions, the motion blur flag is missing from this file. So it keeps resetting in-between games.
Seriously, go ask your engineers, there's nothing malicious that can be done with this file besides modification of PUBLIC Unreal Engine graphical settings. Setting them to private will make them so users can't override them via this file. People are going to modify this file either way, they do it in every single Unreal Engine game on the market. Just being more explicit about what constitutes "modifying game files" would save players a headache.
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Unreal Engine graphical settings. Setting them to private will make them so users can't override them via this file.
Edit: To further explain. GameUserSettings is a class that stores a bunch of config options. In GameUserSettings you can often access OTHER public scripts such as RendererSettings class.
i.e. [/Script/Engine.CLASSNAMEHERE]
Any variable that is PUBLIC in that class, can effectively be modified by referencing it in the ini. However, if Intrepid does not wish for a setting to be altered, they can simply go into that class and set it to not be changed EVER. UE4 Actually provides a function that is inherited by damn near every class/object in the engine called CanEditChange https://docs.unrealengine.com/en-US/API/Runtime/CoreUObject/UObject/UObject/CanEditChange/index.html
The REASON MotionBlur kept resetting is because the devs forgot to add the setting to GameUserSettings as a flag, so it kept defaulting back to the original value. (false)
Intrepid can also set a clamp value for settings, allowing them never to exceed or go below a certain value for specific settings. Which is usually done through scability settings they have already setup, they've already done this for some of the settings. A lot of games will clamp view distance as it's a property of GameUserSettings https://docs.unrealengine.com/en-US/BlueprintAPI/Settings/SetViewDistanceQuality/index.html 4:cinematic (gets clamped if needed)
This file in no way modifies the core game files, classes, objects, or other. UE4 loads settings from this file to override defaults so your graphical settings do not reset every time you load the game.
Scenario 1: Jim cannot launch the game because his monitor does not support the default resolution in the game settings. Jim edits GameUserSettings and changes his resolution so the game will launch. Jim has just broken the ToS and is now subject to be banned.
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