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Advance Graphics Settings + Custom Graphics + Keybind System

PLUGINv1.0eye10 viewsComing Soon

Visual Comparison (Before / After)

Drag the divider left and right to inspect the visual fidelity difference in real time.

LUMEN VS VTRACE (Custom Shaders) (Before)
LUMEN VS VTRACE (Custom Shaders) (After)
Before
After
LUMEN VS VTRACE (Custom Shaders)
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LUMEN VS VTRACE (Custom Shaders) (Before)
LUMEN VS VTRACE (Custom Shaders) (After)
Before
After
LUMEN VS VTRACE (Custom Shaders)
◀▶

About This Asset

An original GPU compute shader rendering system (VTrace), centralized runtime graphics controller, and dual-device input remapping architecture (Keyboard & Gamepad Controller) built with 100% native C++ for Unreal Engine 5.7.

1. VTrace & Graphics Controller

ModuleTechnical Stack (C++ / USF)Why It Is Worth It
VTrace CoreVanzPathTraceCS.usf, VanzPathBSDF.ush, Contact AOProprietary GPU compute pass (not a default engine PT wrapper). Fast real-time ray queries.
Denoise & FilterA-Trous Wavelet (3x3 to 9x9), Firefly clamp thresholdsEliminates stochastic sparkle and ray noise in real time while preserving crisp geometric edges.
Quad-Upscaler & FGEDontInUpscaler (DLSS, FSR3, XeSS, TSR), Frame Gen 2x-4xHardware-agnostic. Single unified API wraps all GPU vendors without vendor-specific code.
Pipeline SwitcherEDontInRenderType (Raster, Lumen SW/HW, RT, VTrace)Instant runtime graphics pipeline toggle without restarting the game.
Config PersistenceUGameSettingsSubsystem writing to GameUserSettings.iniClean config serialization. Zero engine config pollution. Zero Blueprint spaghetti.

2. Keybind System (Keyboard & Controller)

Input FeatureTechnical ImplementationWhy It Is Worth It
Dedicated Dual-DeviceUKeyboardKeybindRowWidget & UGamepadKeybindRowWidgetSeparate Keyboard/Mouse and Gamepad classes. Completely eliminates axis leakage between devices.
Dual-Slot MappingPrimary & Secondary slots (EDontInKeybindSlot)Full support for primary and fallback keys per gameplay action.
Live Input CaptureBeginCapture, FinishCapture, native preview handlersDynamic interactive listening on hardware button/key presses with clean cancel handlers.
Conflict & Anti-DuplicatebAllowDuplicateKeys, delegate FDontInKeybindConflictPrevents key overlap bugs. Fires event callbacks automatically on invalid inputs.
Dynamic Glyph EngineEDontInKeyboardIconCategory (Letters/Numbers/Special) + Gamepad iconsAutomatically renders matching physical gamepad button or keyboard key icons.
| Data-Driven & Reset | UGameKeybindProfile, String Table sync, UGameKeybindBlueprintLibrary | Add inputs via DataAssets without touching code. Granular secondary clear and factory reset nodes. |

File not yet available. Access/tokens can be processed for testing, but download is unavailable until seller uploads the asset package file.

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