โ๏ธ Project Settings
Before packaging your game, you need to configure essential project settings. These determine how your game presents itself (name, icon, splash screen), which maps to include, what rendering features to enable, and platform-specific options. Proper configuration ensures your packaged game runs correctly and looks professional.
๐ฏ Learning Objectives
By the end of this lesson, you will be able to:
- Navigate and understand Project Settings categories
- Configure project description and branding
- Set up default maps and game modes
- Configure rendering and platform settings
- Prepare your project for packaging
Estimated Time: 30-40 minutes
Prerequisites: A working Unreal Engine 5 project
๐ In This Lesson
Project Settings Overview
Project Settings is the central hub for configuring your entire project. It affects everything from how the game launches to platform-specific behaviors. Understanding its organization helps you find and configure options efficiently.
Accessing Project Settings
Open Project Settings via:
- Edit โ Project Settings from the menu bar
- Or press the Settings button in the toolbar โ Project Settings
Settings Categories
Project Settings is organized into categories on the left panel:
| Category | Contains |
|---|---|
| Project | Description, Maps & Modes, Packaging, Target Hardware |
| Engine | Rendering, Audio, Physics, Input, Collision, AI |
| Platforms | Windows, Mac, Linux, Android, iOS, Consoles |
| Plugins | Settings for enabled plugins |
Figure: Project Settings interface with categories and configuration panel.
Important Settings for Packaging
Before packaging, you'll configure settings in these key areas:
- Project โ Description: Game name, version, icon, splash
- Project โ Maps & Modes: Default maps, game mode
- Project โ Packaging: Build configuration, included content
- Engine โ Rendering: Quality settings, features to include
- Platforms โ [Target]: Platform-specific options
๐ก Search Function
Project Settings has a search bar at the top. If you know the setting name, just type it! For example, search "default map" to jump directly to that setting.
Project Description & Branding
The Description settings define your game's identityโwhat players see before launching and in system dialogs. Professional branding makes your game feel polished.
Project โ Description
| Setting | Purpose | Example |
|---|---|---|
| Project Name | Display name for your game | Epic Adventure |
| Company Name | Your studio/developer name | Awesome Games Inc. |
| Company Distinguished Name | Legal identifier | com.awesomegames |
| Project Version | Version number | 1.0.0 |
| Description | Brief game description | An action RPG... |
| Homepage | Your website URL | https://mygame.com |
| Support Contact | Support email/URL | support@mygame.com |
Project Icons
Icons appear in various placesโfile explorer, taskbar, launchers:
- Project Icon: Main icon (256ร256 PNG recommended)
- Platform-specific icons are set in each Platform section
- Windows needs .ico format (can set in Windows platform settings)
Splash Screen
The splash screen displays while the game loads:
Project โ Movies:
- Startup Movies: Videos to play on launch (MP4/WMV)
- Add your studio logo animation or game intro
- Can set multiple movies to play in sequence
- Wait for Movies to Complete: Block until finished
Engine โ General Settings โ Game Default Map:
- A loading screen can be a simple level with UI
- Or use a Loading Screen plugin
Figure: Branding appears in icons, splash screens, and window elements.
โ ๏ธ Icon Formats
Different platforms need different icon formats. Windows prefers .ico files (can contain multiple sizes), while other platforms use PNG. Create icons in multiple sizes (16, 32, 48, 64, 128, 256 pixels) for best appearance everywhere.
Maps and Game Modes
These settings determine what happens when your game startsโwhich level loads first and what game logic runs. Getting these right is essential for a working packaged game.
Project โ Maps & Modes
Default Maps
| Setting | Purpose |
|---|---|
| Editor Startup Map | Level that opens when you launch the editor |
| Game Default Map | Level that loads when packaged game starts (IMPORTANT!) |
| Server Default Map | For dedicated servers (multiplayer) |
| Transition Map | Shown during seamless travel (level loading) |
โ Common Mistake
Game Default Map must be set! If left empty, your packaged game won't know which level to load and may show a black screen or crash. Always set this to your main menu or first gameplay level.
Default Game Mode
| Setting | Purpose |
|---|---|
| Default GameMode | Game Mode class used when no override exists |
| Global Default Server Game Mode | For multiplayer servers |
The Game Mode defines:
- Default Pawn Class (player character)
- Player Controller Class
- HUD Class
- Game State Class
- Spawn and gameplay rules
Local vs Global Settings
Game Mode can be set at multiple levels:
- Per-Level: World Settings in each level
- Project Default: Maps & Modes setting
- URL Parameter: Command line override
Priority: Per-Level overrides Project Default.
Figure: Game startup requires Default Map and Game Mode to be configured.
Maps to Include in Build
By default, packaging includes only maps referenced by your game. To ensure specific maps are included:
Project โ Packaging โ List of maps to include:
- Add maps that might be loaded dynamically
- Include all levels your game needs
- Maps not referenced and not in this list won't be packaged
Rendering Settings
Rendering settings affect visual quality, performance, and which features are available. Configure these based on your target platform and desired quality level.
Engine โ Rendering
Key Settings
| Setting | Description | Impact |
|---|---|---|
| Default RHI | Rendering API (DX11, DX12, Vulkan) | Compatibility, features |
| Anti-Aliasing Method | TAA, MSAA, FXAA, TSR | Visual quality, performance |
| Global Illumination | Lumen, Screen Space, None | Lighting quality, performance |
| Reflections | Lumen, Screen Space, None | Reflection quality |
| Shadow Map Method | Shadow Maps, Virtual Shadow Maps | Shadow quality, performance |
| Support Ray Tracing | Enable hardware ray tracing | Quality, requires RTX GPU |
Mobile-Specific Settings
- Mobile HDR: Enable for better lighting on mobile
- Mobile MSAA: Anti-aliasing level for mobile
- Support Movable Directional Lights: May need to disable for performance
Project โ Target Hardware
These presets configure multiple settings at once:
| Setting | Options |
|---|---|
| Target Hardware | Desktop, Mobile/Tablet |
| Scalability Defaults | Maximum Quality, Scalable Quality |
โ Quick Setup for Different Targets
- High-end PC: Maximum Quality, Lumen GI, Virtual Shadow Maps
- Mid-range PC: Scalable Quality, TSR upscaling
- Mobile: Mobile/Tablet hardware, disable heavy features
Disabling Unused Features
Disable features you don't use to reduce package size and improve performance:
- Engine โ Rendering โ VR: Disable if not making VR game
- Engine โ Rendering โ Mobile: Disable if not targeting mobile
- Plugins: Disable unused plugins in Edit โ Plugins
Figure: Different platforms use different rendering feature sets.
Hands-On: Configuring Project Settings
Let's configure your project settings to prepare for packaging. You'll set up project identity, default maps, and ensure rendering settings are appropriate for your target platform.
๐ฏ Exercise Goal
Configure all essential project settings for packaging: project description, default maps and game mode, and verify rendering settings. By the end, your project will be ready for the packaging process.
Part 1: Project Description
Step 1: Open Project Settings
- Go to Edit โ Project Settings
- Or use the Settings dropdown in toolbar
- The Project Settings window opens
Step 2: Configure Description
- In left panel, click Project โ Description
- Fill in the following fields:
- Project Name: Your game's display name
- Company Name: Your studio/developer name
- Company Distinguished Name: com.yourcompany (for mobile)
- Project Version: 1.0.0
- Description: Brief description of your game
- Homepage: Your website (optional)
- Support Contact: Support email (optional)
Step 3: Set Project Icon
- Scroll to About section in Description
- Find Project Displayed Title and Project Debug Title Info
- For the icon, you'll set platform-specific icons later
- For now, note where these settings are located
Figure: Required vs recommended description settings.
Part 2: Maps and Modes
Step 4: Set Default Map
- In left panel, click Project โ Maps & Modes
- Find Default Maps section
- Set Game Default Map:
- Click the dropdown
- Select your main menu level OR first gameplay level
- This is the level that loads when the packaged game starts
- Optionally set Editor Startup Map to your working level
Step 5: Set Default Game Mode
- In the same Maps & Modes section
- Find Default Modes
- Set Default GameMode:
- Select your custom Game Mode Blueprint
- Or leave as None if using per-level overrides
- If using a custom Game Mode, verify it specifies:
- Default Pawn Class
- Player Controller Class
- HUD Class (if applicable)
Step 6: Verify Level Settings
- Open your main gameplay level
- Go to Window โ World Settings
- Check GameMode Override:
- If set, this overrides the project default for this level
- Clear it if you want to use the project default
โ Don't Skip This!
If Game Default Map is empty, your packaged game will fail to start properly. This is the #1 cause of "black screen on launch" issues. Double-check this setting!
Part 3: Verify Packaging Settings
Step 7: Check Packaging Options
- Go to Project โ Packaging
- Review these key settings:
- Build Configuration: Shipping (for release)
- Build Target: Usually left default
- Full Rebuild: Enable for final builds
Step 8: Maps to Include
- Still in Packaging section
- Find List of maps to include in a packaged build
- If you load maps dynamically (via Open Level), add them here
- Click + to add map paths
- Maps referenced in Blueprints are usually included automatically
Step 9: Additional Content
- Find Additional Asset Directories to Cook
- Add paths to any folders with content not directly referenced
- Find Additional Non-Asset Directories to Copy
- Add folders with non-asset files (config files, etc.)
Part 4: Platform Settings (Windows)
Step 10: Windows-Specific Settings
- Go to Platforms โ Windows
- Configure:
- Default RHI: Default (auto-selects best)
- Targeted RHIs: Check DirectX 11 and/or DirectX 12
Step 11: Set Windows Icon (Optional)
- In Platforms โ Windows
- Find Icon section
- Set icon file path (.ico format)
- If you don't have an .ico, you can create one online from a PNG
Part 5: Rendering Verification
Step 12: Check Rendering Settings
- Go to Engine โ Rendering
- Verify settings match your needs:
- Global Illumination: Lumen (or Screen Space for lower-end)
- Reflections: Lumen (or Screen Space)
- Anti-Aliasing: TSR or TAA
Step 13: Disable Unused Features
- If not making a VR game:
- Engine โ Rendering โ VR: Uncheck all
- If not targeting mobile:
- Project โ Target Hardware: Ensure set to Desktop
Figure: Complete this checklist before packaging.
Part 6: Final Verification
Step 14: Test in Standalone
- Click the dropdown next to Play button
- Select Standalone Game
- Play and verify:
- Correct level loads
- Game mode works
- Character spawns correctly
- All gameplay functions
Step 15: Save Everything
- File โ Save All (Ctrl+Shift+S)
- Ensure all levels are saved
- Project Settings auto-saves, but verify by reopening
โ Exercise Complete!
Your project settings are now configured for packaging:
- Project identity is defined
- Default map and game mode are set
- Rendering settings are appropriate
- Platform settings are configured
In the next lesson, you'll learn optimization techniques before final packaging.
Troubleshooting
โ ๏ธ Common Issues
Can't find a setting:
- Use the search bar at the top of Project Settings
- Some settings only appear after enabling related features
Game doesn't start correct level:
- Verify Game Default Map is set (not empty)
- Check World Settings in the level for overrides
Player doesn't spawn:
- Verify Game Mode has Default Pawn Class set
- Ensure Player Start actor exists in the level
Settings don't persist:
- Project Settings auto-saves to DefaultEngine.ini and DefaultGame.ini
- Check if files are read-only
- Restart editor if issues persist
Bonus: Config Files
Project Settings are stored in .ini files in your project's Config folder:
- DefaultGame.ini: Project description, maps & modes
- DefaultEngine.ini: Engine settings, rendering
- DefaultInput.ini: Input mappings
- DefaultEditor.ini: Editor preferences
You can edit these directly, but using the Project Settings UI is safer and easier.
Summary
In this lesson, you've learned to navigate and configure Unreal Engine 5's Project Settings. Proper configuration ensures your packaged game launches correctly, looks professional, and runs with appropriate settings for your target platform.
Key Concepts
Project Settings Organization: Settings are grouped into Project (description, maps, packaging), Engine (rendering, audio, physics), Platforms (Windows, mobile, consoles), and Plugins. Use the search bar to find specific settings quickly.
Project Description: Defines your game's identityโname, company, version, description. These appear in file properties, about dialogs, and store listings. Set icons and splash screens for professional presentation.
Maps & Modes: Game Default Map is criticalโit's the level that loads when your packaged game starts. Default GameMode determines player spawning and game rules. Missing these settings causes black screens or crashes.
Rendering Settings: Choose features appropriate for your target platform. High-end PCs can use Lumen and Nanite; mid-range systems may need Screen Space alternatives; mobile requires lightweight features. Disable unused features to reduce package size.
Platform Settings: Each platform has specific configuration options. For Windows, set target RHIs (DirectX versions) and icons. Other platforms have their own requirements.
Essential Settings Reference
| Setting | Location | Purpose |
|---|---|---|
| Project Name | Project โ Description | Display name |
| Game Default Map | Project โ Maps & Modes | Starting level |
| Default GameMode | Project โ Maps & Modes | Game rules class |
| Build Configuration | Project โ Packaging | Debug/Development/Shipping |
| Maps to Include | Project โ Packaging | Additional levels to cook |
| Global Illumination | Engine โ Rendering | Lighting quality |
| Target Hardware | Project โ Target Hardware | Desktop/Mobile presets |
Pre-Packaging Checklist
| Category | Required Settings |
|---|---|
| Identity | Project Name, Company Name, Version |
| Startup | Game Default Map (REQUIRED), Default GameMode |
| Content | Maps to Include (if loading dynamically) |
| Build | Build Configuration = Shipping |
| Platform | Target RHI, Icons, Platform-specific options |
Best Practices
- Always set Game Default Map: Empty = broken packaged game
- Use Shipping for release: Development builds include debug code
- Test in Standalone: Verify before packaging
- Match features to target: Don't enable Lumen for low-end targets
- Disable unused features: Reduces package size and improves performance
- Set version numbers: Helps track releases and updates
- Create proper icons: Professional appearance matters
- Save all before packaging: Unsaved changes won't be included
Figure: Configure settings, verify in Standalone, optimize, then package.
What's Next?
Now that your project settings are configured, the next lesson covers Optimization. You'll learn techniques to improve performance, reduce package size, and ensure smooth gameplay before final packaging.
Knowledge Check
Question 1
What happens if Game Default Map is not set when you package your game?
Correct answer: B โ Without a Game Default Map, the packaged game doesn't know which level to load at startup. This typically results in a black screen or crash. Always set this before packaging.
Question 2
Where do you set the level that loads when your packaged game starts?
Correct answer: C โ Game Default Map in Project โ Maps & Modes determines which level loads when the standalone/packaged game starts. Editor Startup Map only affects the editor.
Question 3
What Build Configuration should you use for a game release?
Correct answer: D โ Shipping configuration removes all debug code, enables full optimizations, and is intended for final release builds. Development is for testing; Debug is for deep troubleshooting.
Question 4
Why might you add maps to "List of maps to include in a packaged build"?
Correct answer: B โ Maps loaded via string paths (Open Level with a string name) aren't automatically detected. Adding them to this list ensures they're included in the package. Directly referenced maps are usually included automatically.
Question 5
What determines which Pawn class spawns for the player?
Correct answer: B โ The Game Mode class specifies Default Pawn Class, Player Controller Class, HUD Class, and other game rules. Setting the correct Game Mode is essential for proper player spawning.
Question 6
Which rendering feature set is appropriate for mobile devices?
Correct answer: C โ Mobile devices have limited GPU power. Baked lighting, simple shadows, and the Mobile Renderer are appropriate. Lumen, Nanite, and Ray Tracing are too demanding for mobile hardware.
Question 7
What should you do before packaging to verify settings are correct?
Correct answer: C โ Standalone Game mode simulates packaging more closely than PIE. It uses the Game Default Map, respects Game Mode settings, and runs as a separate processโrevealing issues that PIE might hide.