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Step 3 Settings Catalog
Every row in the menu is one Data Asset under /OptiKit/Catalog/ (43 shipped -
full list in the Settings Reference). The menu self-assembles
from whatever assets exist: one tab per category, one row per definition, sorted by
the sort-order fields. No widget or code work, ever.
Enable Show Plugin Content in the content browser filter to see /OptiKit/.
Delete its Data Asset (or move it outside the scan paths). The row disappears; if a category loses all definitions, its tab disappears too. Run Tools → OptiKit → Check Settings Catalog afterwards - it flags leftovers such as another row's edit condition pointing at the deleted id.
Open the Data Asset:
- Display Name - the row label
- Description - the description panel text
- Category Label - the tab caption (the lowest-sort-order definition of a category that fills it wins)
- Option rows: each option's Label is what the selector shows
All of these are localizable texts (Step 7).
Category Id decides the tab, Sort Order the position inside it, Category Sort Order the tab order. Ids stay stable - saved player values follow the setting, not its position.
Covered in Step 6: Your Own Settings - one Data Asset plus one Blueprint event.
Project Settings → Plugins → OptiKit → Definition Scan Paths lists the content
roots scanned at startup (/OptiKit by default). Add your own root (e.g.
/Game/Settings) for your assets; remove /OptiKit entirely if you want to ship an
exclusively custom catalog.
Float/Int definitions expose Min/Max/Step, Display Fraction Digits and
Value Format Text ({0}%, {0}°). Edit Condition disables a row while
another setting has (or lacks) a value - e.g. subtitle size while subtitles are off.
Requires Confirmation puts the row behind the countdown dialog;
Requires Restart shows the restart notice after a change.