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โš™๏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.

๐ŸŽฏ 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

๐Ÿ“‘ 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
Project Settings Interface Categories ๐Ÿ“ Project Description Maps & Modes Packaging โš™๏ธ Engine ๐Ÿ’ป Platforms ๐Ÿ”Œ Plugins Project - Description Project Name My Awesome Game Company Name Indie Studio Project Version 1.0.0 Description An exciting adventure game with stunning visuals and gameplay. Project Icon ๐ŸŽฎ Browse...

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

๐Ÿ’ก 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 identityโ€”what 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 placesโ€”file explorer, taskbar, launchers:

  • Project Icon: Main icon (256ร—256 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
Game Branding Elements ๐ŸŽฎ Project Icon STUDIO NAME presents Loading... Splash Screen Epic Adventure Window Title Taskbar Icon

Figure: Branding appears in icons, splash screens, and window elements.

โš ๏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 startsโ€”which 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Œ 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:

  1. Per-Level: World Settings in each level
  2. Project Default: Maps & Modes setting
  3. URL Parameter: Command line override

Priority: Per-Level overrides Project Default.

Game Startup Flow Game Starts Load Default Map Game Default Map setting Apply Game Mode Level override or Default GameMode Spawn Player Default Pawn from Game Mode If Default Map isn't set โ†’ Black screen or crash!

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

โœ… 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
UE5 Rendering Feature Tiers ๐ŸŽฎ High-End PC Lumen GI + Reflections Virtual Shadow Maps Nanite, Ray Tracing ๐Ÿ’ป Mid-Range Screen Space GI Shadow Maps TSR Upscaling ๐Ÿ“ฑ Mobile Baked Lighting Simple Shadows Mobile Renderer

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.

๐ŸŽฏ 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

  1. Go to Edit โ†’ Project Settings
  2. Or use the Settings dropdown in toolbar
  3. The Project Settings window opens

Step 2: Configure Description

  1. In left panel, click Project โ†’ Description
  2. 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

  1. Scroll to About section in Description
  2. Find Project Displayed Title and Project Debug Title Info
  3. For the icon, you'll set platform-specific icons later
  4. For now, note where these settings are located
Project Description Checklist โœ“ Required โ˜‘ Project Name โ˜‘ Company Name โ˜‘ Project Version โ˜‘ Company Distinguished Name โ—‹ Recommended โ—‹ Description โ—‹ Homepage URL โ—‹ Support Contact โ—‹ Legal Info

Figure: Required vs recommended description settings.

Part 2: Maps and Modes

Step 4: Set Default Map

  1. In left panel, click Project โ†’ Maps & Modes
  2. Find Default Maps section
  3. 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
  4. Optionally set Editor Startup Map to your working level

Step 5: Set Default Game Mode

  1. In the same Maps & Modes section
  2. Find Default Modes
  3. Set Default GameMode:
    • Select your custom Game Mode Blueprint
    • Or leave as None if using per-level overrides
  4. If using a custom Game Mode, verify it specifies:
    • Default Pawn Class
    • Player Controller Class
    • HUD Class (if applicable)

Step 6: Verify Level Settings

  1. Open your main gameplay level
  2. Go to Window โ†’ World Settings
  3. Check GameMode Override:
    • If set, this overrides the project default for this level
    • Clear it if you want to use the project default

โŒ 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

  1. Go to Project โ†’ Packaging
  2. 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

  1. Still in Packaging section
  2. Find List of maps to include in a packaged build
  3. If you load maps dynamically (via Open Level), add them here
  4. Click + to add map paths
  5. Maps referenced in Blueprints are usually included automatically

Step 9: Additional Content

  1. Find Additional Asset Directories to Cook
  2. Add paths to any folders with content not directly referenced
  3. Find Additional Non-Asset Directories to Copy
  4. Add folders with non-asset files (config files, etc.)

Part 4: Platform Settings (Windows)

Step 10: Windows-Specific Settings

  1. Go to Platforms โ†’ Windows
  2. Configure:
    • Default RHI: Default (auto-selects best)
    • Targeted RHIs: Check DirectX 11 and/or DirectX 12

Step 11: Set Windows Icon (Optional)

  1. In Platforms โ†’ Windows
  2. Find Icon section
  3. Set icon file path (.ico format)
  4. If you don't have an .ico, you can create one online from a PNG

Part 5: Rendering Verification

Step 12: Check Rendering Settings

  1. Go to Engine โ†’ Rendering
  2. 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

  1. If not making a VR game:
    • Engine โ†’ Rendering โ†’ VR: Uncheck all
  2. If not targeting mobile:
    • Project โ†’ Target Hardware: Ensure set to Desktop
Pre-Packaging Settings Checklist Project โ˜‘ Project Name set โ˜‘ Company Name set โ˜‘ Version number set โ˜‘ Game Default Map set โ˜‘ Default GameMode set โ˜‘ Maps to include added Rendering โ˜‘ GI method chosen โ˜‘ Reflection method set โ˜‘ Anti-aliasing configured โ˜‘ Shadow method selected โ˜‘ Unused features disabled โ˜‘ Target hardware set Platform โ˜‘ Target RHI selected โ˜‘ Icon file set (optional) โ˜‘ Splash configured โ˜‘ Build config: Shipping โ˜‘ Platform features enabled โ˜‘ Tested in PIE

Figure: Complete this checklist before packaging.

Part 6: Final Verification

Step 14: Test in Standalone

  1. Click the dropdown next to Play button
  2. Select Standalone Game
  3. Play and verify:
    • Correct level loads
    • Game mode works
    • Character spawns correctly
    • All gameplay functions

Step 15: Save Everything

  1. File โ†’ Save All (Ctrl+Shift+S)
  2. Ensure all levels are saved
  3. Project Settings auto-saves, but verify by reopening

โœ… 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

โš ๏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 identityโ€”name, 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 criticalโ€”it'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
Project Settings โ†’ Packaged Game Flow Configure Project Settings Description, Maps Rendering, Platform Verify Test Standalone Check startup Save all Optimize Performance tuning (Next lesson) Package Build game ๐Ÿ“ฆ

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 processโ€”revealing issues that PIE might hide.