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Advance Graphics Settings + Custom Graphics + Keybind System
PLUGINv1.0
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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.
| Data-Driven & Reset |
1. VTrace & Graphics Controller
| Module | Technical Stack (C++ / USF) | Why It Is Worth It |
|---|---|---|
| VTrace Core | VanzPathTraceCS.usf, VanzPathBSDF.ush, Contact AO | Proprietary GPU compute pass (not a default engine PT wrapper). Fast real-time ray queries. |
| Denoise & Filter | A-Trous Wavelet (3x3 to 9x9), Firefly clamp thresholds | Eliminates stochastic sparkle and ray noise in real time while preserving crisp geometric edges. |
| Quad-Upscaler & FG | EDontInUpscaler (DLSS, FSR3, XeSS, TSR), Frame Gen 2x-4x | Hardware-agnostic. Single unified API wraps all GPU vendors without vendor-specific code. |
| Pipeline Switcher | EDontInRenderType (Raster, Lumen SW/HW, RT, VTrace) | Instant runtime graphics pipeline toggle without restarting the game. |
| Config Persistence | UGameSettingsSubsystem writing to GameUserSettings.ini | Clean config serialization. Zero engine config pollution. Zero Blueprint spaghetti. |
2. Keybind System (Keyboard & Controller)
| Input Feature | Technical Implementation | Why It Is Worth It |
|---|---|---|
| Dedicated Dual-Device | UKeyboardKeybindRowWidget & UGamepadKeybindRowWidget | Separate Keyboard/Mouse and Gamepad classes. Completely eliminates axis leakage between devices. |
| Dual-Slot Mapping | Primary & Secondary slots (EDontInKeybindSlot) | Full support for primary and fallback keys per gameplay action. |
| Live Input Capture | BeginCapture, FinishCapture, native preview handlers | Dynamic interactive listening on hardware button/key presses with clean cancel handlers. |
| Conflict & Anti-Duplicate | bAllowDuplicateKeys, delegate FDontInKeybindConflict | Prevents key overlap bugs. Fires event callbacks automatically on invalid inputs. |
| Dynamic Glyph Engine | EDontInKeyboardIconCategory (Letters/Numbers/Special) + Gamepad icons | Automatically renders matching physical gamepad button or keyboard key icons. |
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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