File size: 38,557 Bytes
7fd553e
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
// Copyright Epic Games, Inc. All Rights Reserved.

#include "CustomSettings/LyraSettingAction_SafeZoneEditor.h"
#include "CustomSettings/LyraSettingValueDiscrete_MobileFPSType.h"
#include "CustomSettings/LyraSettingValueDiscrete_OverallQuality.h"
#include "CustomSettings/LyraSettingValueDiscrete_Resolution.h"
#include "DataSource/GameSettingDataSource.h"
#include "EditCondition/WhenCondition.h"
#include "EditCondition/WhenPlatformHasTrait.h"
#include "EditCondition/WhenPlayingAsPrimaryPlayer.h"
#include "Framework/Application/SlateApplication.h"
#include "GameSettingCollection.h"
#include "GameSettingValueDiscreteDynamic.h"
#include "LyraGameSettingRegistry.h"
#include "LyraSettingsLocal.h"
#include "LyraSettingsShared.h"
#include "NativeGameplayTags.h"
#include "Performance/LyraPerformanceSettings.h"
#include "Player/LyraLocalPlayer.h"

#define LOCTEXT_NAMESPACE "Lyra"

UE_DEFINE_GAMEPLAY_TAG_STATIC(GameSettings_Action_EditSafeZone, "GameSettings.Action.EditSafeZone");
UE_DEFINE_GAMEPLAY_TAG_STATIC(GameSettings_Action_EditBrightness, "GameSettings.Action.EditBrightness");
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_SupportsWindowedMode, "Platform.Trait.SupportsWindowedMode");
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_NeedsBrightnessAdjustment, "Platform.Trait.NeedsBrightnessAdjustment");

//////////////////////////////////////////////////////////////////////

enum class EFramePacingEditCondition
{
	EnableIf,
	DisableIf
};

// Checks the platform-specific value for FramePacingMode
class FGameSettingEditCondition_FramePacingMode : public FGameSettingEditCondition
{
public:
	FGameSettingEditCondition_FramePacingMode(ELyraFramePacingMode InDesiredMode, EFramePacingEditCondition InMatchMode = EFramePacingEditCondition::EnableIf)
		: DesiredMode(InDesiredMode)
		, MatchMode(InMatchMode)
	{
	}

	virtual void GatherEditState(const ULocalPlayer * InLocalPlayer, FGameSettingEditableState & InOutEditState) const override

	{
		const ELyraFramePacingMode ActualMode = ULyraPlatformSpecificRenderingSettings::Get()->FramePacingMode;
		
		const bool bMatches = (ActualMode == DesiredMode);
		const bool bMatchesAreBad = (MatchMode == EFramePacingEditCondition::DisableIf);

		if (bMatches == bMatchesAreBad)
		{
			InOutEditState.Kill(FString::Printf(TEXT("Frame pacing mode %d didn't match requirement %d"), (int32)ActualMode, (int32)DesiredMode));
		}
	}
private:
	ELyraFramePacingMode DesiredMode;
	EFramePacingEditCondition MatchMode;
};

//////////////////////////////////////////////////////////////////////

// Checks the platform-specific value for bSupportsGranularVideoQualitySettings
class FGameSettingEditCondition_VideoQuality : public FGameSettingEditCondition
{
public:
	FGameSettingEditCondition_VideoQuality(const FString& InDisableString)
		: DisableString(InDisableString)
	{
	}

	virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const override

	{
		if (!ULyraPlatformSpecificRenderingSettings::Get()->bSupportsGranularVideoQualitySettings)
		{
			InOutEditState.Kill(DisableString);
		}
	}

	virtual void SettingChanged(const ULocalPlayer* LocalPlayer, UGameSetting* Setting, EGameSettingChangeReason Reason) const override

	{
		// TODO for now this applies the setting immediately
		const ULyraLocalPlayer* LyraLocalPlayer = CastChecked<ULyraLocalPlayer>(LocalPlayer);
		LyraLocalPlayer->GetLocalSettings()->ApplyScalabilitySettings();
	}

private:
	FString DisableString;
};

////////////////////////////////////////////////////////////////////////////////////

UGameSettingCollection* ULyraGameSettingRegistry::InitializeVideoSettings(ULyraLocalPlayer* InLocalPlayer)

{
	UGameSettingCollection* Screen = NewObject<UGameSettingCollection>();
	Screen->SetDevName(TEXT("VideoCollection"));
	Screen->SetDisplayName(LOCTEXT("VideoCollection_Name", "Video"));
	Screen->Initialize(InLocalPlayer);

	UGameSettingValueDiscreteDynamic_Enum* WindowModeSetting = nullptr;
	UGameSetting* MobileFPSType = nullptr;

	// Display
	////////////////////////////////////////////////////////////////////////////////////
	{
		UGameSettingCollection* Display = NewObject<UGameSettingCollection>();
		Display->SetDevName(TEXT("DisplayCollection"));
		Display->SetDisplayName(LOCTEXT("DisplayCollection_Name", "Display"));
		Screen->AddSetting(Display);

		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject<UGameSettingValueDiscreteDynamic_Enum>();
			Setting->SetDevName(TEXT("WindowMode"));
			Setting->SetDisplayName(LOCTEXT("WindowMode_Name", "Window Mode"));
			Setting->SetDescriptionRichText(LOCTEXT("WindowMode_Description", "In Windowed mode you can interact with other windows more easily, and drag the edges of the window to set the size. In Windowed Fullscreen mode you can easily switch between applications. In Fullscreen mode you cannot interact with other windows as easily, but the game will run slightly faster."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFullscreenMode));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFullscreenMode));
			Setting->AddEnumOption(EWindowMode::Fullscreen, LOCTEXT("WindowModeFullscreen", "Fullscreen"));
			Setting->AddEnumOption(EWindowMode::WindowedFullscreen, LOCTEXT("WindowModeWindowedFullscreen", "Windowed Fullscreen"));
			Setting->AddEnumOption(EWindowMode::Windowed, LOCTEXT("WindowModeWindowed", "Windowed"));

			Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing(TAG_Platform_Trait_SupportsWindowedMode, TEXT("Platform does not support window mode")));

			WindowModeSetting = Setting;

			Display->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			ULyraSettingValueDiscrete_Resolution* Setting = NewObject<ULyraSettingValueDiscrete_Resolution>();
			Setting->SetDevName(TEXT("Resolution"));
			Setting->SetDisplayName(LOCTEXT("Resolution_Name", "Resolution"));
			Setting->SetDescriptionRichText(LOCTEXT("Resolution_Description", "Display Resolution determines the size of the window in Windowed mode. In Fullscreen mode, Display Resolution determines the graphics card output resolution, which can result in black bars depending on monitor and graphics card. Display Resolution is inactive in Windowed Fullscreen mode."));

			Setting->AddEditDependency(WindowModeSetting);
			Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing(TAG_Platform_Trait_SupportsWindowedMode, TEXT("Platform does not support window mode")));
			Setting->AddEditCondition(MakeShared<FWhenCondition>([WindowModeSetting](const ULocalPlayer*, FGameSettingEditableState& InOutEditState)
			{
				if (WindowModeSetting->GetValue<EWindowMode::Type>() == EWindowMode::WindowedFullscreen)
				{
					InOutEditState.Disable(LOCTEXT("ResolutionWindowedFullscreen_Disabled", "When the Window Mode is set to <strong>Windowed Fullscreen</>, the resolution must match the native desktop resolution."));
				}
			}));

			Display->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			AddPerformanceStatPage(Display, InLocalPlayer);
		}
		//----------------------------------------------------------------------------------
	}

	// Graphics
	////////////////////////////////////////////////////////////////////////////////////
	{
		UGameSettingCollection* Graphics = NewObject<UGameSettingCollection>();
		Graphics->SetDevName(TEXT("GraphicsCollection"));
		Graphics->SetDisplayName(LOCTEXT("GraphicsCollection_Name", "Graphics"));
		Screen->AddSetting(Graphics);

		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject<UGameSettingValueDiscreteDynamic_Enum>();
			Setting->SetDevName(TEXT("ColorBlindMode"));
			Setting->SetDisplayName(LOCTEXT("ColorBlindMode_Name", "Color Blind Mode"));
			Setting->SetDescriptionRichText(LOCTEXT("ColorBlindMode_Description", "Using the provided images, test out the different color blind modes to find a color correction that works best for you."));
			
			Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetColorBlindMode));
			Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetColorBlindMode));
			Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetColorBlindMode());
			Setting->AddEnumOption(EColorBlindMode::Off, LOCTEXT("ColorBlindRotatorSettingOff", "Off"));
			Setting->AddEnumOption(EColorBlindMode::Deuteranope, LOCTEXT("ColorBlindRotatorSettingDeuteranope", "Deuteranope"));
			Setting->AddEnumOption(EColorBlindMode::Protanope, LOCTEXT("ColorBlindRotatorSettingProtanope", "Protanope"));
			Setting->AddEnumOption(EColorBlindMode::Tritanope, LOCTEXT("ColorBlindRotatorSettingTritanope", "Tritanope"));

			Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get());

			Graphics->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("ColorBlindStrength"));
			Setting->SetDisplayName(LOCTEXT("ColorBlindStrength_Name", "Color Blind Strength"));
			Setting->SetDescriptionRichText(LOCTEXT("ColorBlindStrength_Description", "Using the provided images, test out the different strengths to find a color correction that works best for you."));

			Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetColorBlindStrength));
			Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetColorBlindStrength));
			Setting->SetDefaultValue(GetDefault<ULyraSettingsShared>()->GetColorBlindStrength());
			for (int32 Index = 0; Index <= 10; Index++)
			{
				Setting->AddOption(Index, FText::AsNumber(Index));
			}

			Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get());

			Graphics->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>();
			Setting->SetDevName(TEXT("Brightness"));
			Setting->SetDisplayName(LOCTEXT("Brightness_Name", "Brightness"));
			Setting->SetDescriptionRichText(LOCTEXT("Brightness_Description", "Adjusts the brightness."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetDisplayGamma));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetDisplayGamma));
			Setting->SetDefaultValue(2.2);
			Setting->SetDisplayFormat([](double SourceValue, double NormalizedValue) {
				return FText::Format(LOCTEXT("BrightnessFormat", "{0}%"), (int32)FMath::GetMappedRangeValueClamped(FVector2D(0, 1), FVector2D(50, 150), NormalizedValue));
			});
			Setting->SetSourceRangeAndStep(TRange<double>(1.7, 2.7), 0.01);

			Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get());
			Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing(TAG_Platform_Trait_NeedsBrightnessAdjustment, TEXT("Platform does not require brightness adjustment.")));

			Graphics->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			ULyraSettingAction_SafeZoneEditor* Setting = NewObject<ULyraSettingAction_SafeZoneEditor>();
			Setting->SetDevName(TEXT("SafeZone"));
			Setting->SetDisplayName(LOCTEXT("SafeZone_Name", "Safe Zone"));
			Setting->SetDescriptionRichText(LOCTEXT("SafeZone_Description", "Set the UI safe zone for the platform."));
			Setting->SetActionText(LOCTEXT("SafeZone_Action", "Set Safe Zone"));
			Setting->SetNamedAction(GameSettings_Action_EditSafeZone);

			Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get());
			Setting->AddEditCondition(MakeShared<FWhenCondition>([](const ULocalPlayer*, FGameSettingEditableState& InOutEditState) {
				FDisplayMetrics Metrics;
				FSlateApplication::Get().GetCachedDisplayMetrics(Metrics);
				if (Metrics.TitleSafePaddingSize.Size() == 0)
				{
					InOutEditState.Kill(TEXT("Platform does not have any TitleSafePaddingSize configured in the display metrics."));
				}
			}));

			Graphics->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
	}


	// Graphics Quality
	////////////////////////////////////////////////////////////////////////////////////
	{
		UGameSettingCollection* GraphicsQuality = NewObject<UGameSettingCollection>();
		GraphicsQuality->SetDevName(TEXT("GraphicsQuality"));
		GraphicsQuality->SetDisplayName(LOCTEXT("GraphicsQuality_Name", "Graphics Quality"));
		Screen->AddSetting(GraphicsQuality);

		UGameSetting* AutoSetQuality = nullptr;
		UGameSetting* GraphicsQualityPresets = nullptr;

		//----------------------------------------------------------------------------------
		{
			// Console-style device profile selection
			UGameSettingValueDiscreteDynamic* Setting = NewObject<UGameSettingValueDiscreteDynamic>();
			Setting->SetDevName(TEXT("DeviceProfileSuffix"));
			Setting->SetDisplayName(LOCTEXT("DeviceProfileSuffix_Name", "Quality Presets"));
			Setting->SetDescriptionRichText(LOCTEXT("DeviceProfileSuffix_Description", "Choose between different quality presets to make a trade off between quality and speed."));
			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetDesiredDeviceProfileQualitySuffix));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetDesiredDeviceProfileQualitySuffix));

			const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get();

			Setting->SetDefaultValueFromString(PlatformSettings->DefaultDeviceProfileSuffix);
			for (const FLyraQualityDeviceProfileVariant& Variant : PlatformSettings->UserFacingDeviceProfileOptions)
			{
				if (FPlatformMisc::GetMaxRefreshRate() >= Variant.MinRefreshRate)
				{
					Setting->AddDynamicOption(Variant.DeviceProfileSuffix, Variant.DisplayName);
				}
			}

			if (Setting->GetDynamicOptions().Num() > 1)
			{
				GraphicsQuality->AddSetting(Setting);
			}
		}

		//----------------------------------------------------------------------------------
		{
			// Mobile style frame rate selection
			ULyraSettingValueDiscrete_MobileFPSType* Setting = NewObject<ULyraSettingValueDiscrete_MobileFPSType>();
			MobileFPSType = Setting;

			Setting->SetDevName(TEXT("FrameRateLimit_Mobile"));
			Setting->SetDisplayName(LOCTEXT("FrameRateLimit_Mobile_Name", "Frame Rate Limit"));
			Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_Mobile_Description", "Select a desired framerate. Use this to fine tune performance on your device."));

			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_FramePacingMode>(ELyraFramePacingMode::MobileStyle));

			GraphicsQuality->AddSetting(Setting);
		}

		//----------------------------------------------------------------------------------
		{
			UGameSettingAction* Setting = NewObject<UGameSettingAction>();
			Setting->SetDevName(TEXT("AutoSetQuality"));
			Setting->SetDisplayName(LOCTEXT("AutoSetQuality_Name", "Auto-Set Quality"));
			Setting->SetDescriptionRichText(LOCTEXT("AutoSetQuality_Description", "Automatically configure the graphics quality options based on a benchmark of the hardware."));

			Setting->SetDoesActionDirtySettings(true);
			Setting->SetActionText(LOCTEXT("AutoSetQuality_Action", "Auto-Set"));
			Setting->SetCustomAction([](ULocalPlayer* LocalPlayer)
			{
				const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get();
				if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle)
				{
					ULyraSettingsLocal::Get()->ResetToMobileDeviceDefaults();
				}
				else
				{
					const ULyraLocalPlayer* LyraLocalPlayer = CastChecked<ULyraLocalPlayer>(LocalPlayer);
					// We don't save state until users apply the settings.
					constexpr bool bImmediatelySaveState = false;
					LyraLocalPlayer->GetLocalSettings()->RunAutoBenchmark(bImmediatelySaveState);
				}
			});

			Setting->AddEditCondition(MakeShared<FWhenCondition>([](const ULocalPlayer* LocalPlayer, FGameSettingEditableState& InOutEditState)
			{
				const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get();
				const bool bCanUseDueToMobile = (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle);

				const ULyraLocalPlayer* LyraLocalPlayer = CastChecked<ULyraLocalPlayer>(LocalPlayer);
				const bool bCanBenchmark = LyraLocalPlayer->GetLocalSettings()->CanRunAutoBenchmark();

				if (!bCanUseDueToMobile && !bCanBenchmark)
				{
					InOutEditState.Kill(TEXT("Auto quality not supported"));
				}
			}));

			if (MobileFPSType != nullptr)
			{
				MobileFPSType->AddEditDependency(Setting);
			}

			GraphicsQuality->AddSetting(Setting);

			AutoSetQuality = Setting;
		}
		//----------------------------------------------------------------------------------
		{
			ULyraSettingValueDiscrete_OverallQuality* Setting = NewObject<ULyraSettingValueDiscrete_OverallQuality>();
			Setting->SetDevName(TEXT("GraphicsQualityPresets"));
			Setting->SetDisplayName(LOCTEXT("GraphicsQualityPresets_Name", "Quality Presets"));
			Setting->SetDescriptionRichText(LOCTEXT("GraphicsQualityPresets_Description", "Quality Preset allows you to adjust multiple video options at once. Try a few options to see what fits your preference and device's performance."));

			Setting->AddEditDependency(AutoSetQuality);

			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_FramePacingMode>(ELyraFramePacingMode::ConsoleStyle, EFramePacingEditCondition::DisableIf));

			if (MobileFPSType != nullptr)
			{
				Setting->AddEditDependency(MobileFPSType);
				MobileFPSType->AddEditDependency(Setting);
			}

			GraphicsQuality->AddSetting(Setting);

			GraphicsQualityPresets = Setting;
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueScalarDynamic* Setting = NewObject<UGameSettingValueScalarDynamic>();
			Setting->SetDevName(TEXT("ResolutionScale"));
			Setting->SetDisplayName(LOCTEXT("ResolutionScale_Name", "3D Resolution"));
			Setting->SetDescriptionRichText(LOCTEXT("ResolutionScale_Description", "3D resolution determines the resolution that objects are rendered in game, but does not affect the main menu.  Lower resolutions can significantly increase frame rate."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetResolutionScaleNormalized));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetResolutionScaleNormalized));
			Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent);

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support 3D Resolution")));
			//@TODO: Add support for 3d res on mobile

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);
			GraphicsQuality->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("GlobalIlluminationQuality"));
			Setting->SetDisplayName(LOCTEXT("GlobalIlluminationQuality_Name", "Global Illumination"));
			Setting->SetDescriptionRichText(LOCTEXT("GlobalIlluminationQuality_Description", "Global Illumination controls the quality of dynamically calculated indirect lighting bounces, sky shadowing and Ambient Occlusion. Settings of 'High' and above use more accurate ray tracing methods to solve lighting, but can reduce performance."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetGlobalIlluminationQuality));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetGlobalIlluminationQuality));
			Setting->AddOption(0, LOCTEXT("VisualEffectQualityLow", "Low"));
			Setting->AddOption(1, LOCTEXT("VisualEffectQualityMedium", "Medium"));
			Setting->AddOption(2, LOCTEXT("VisualEffectQualityHigh", "High"));
			Setting->AddOption(3, LOCTEXT("VisualEffectQualityEpic", "Epic"));

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support GlobalIlluminationQuality")));

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);

			GraphicsQuality->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("Shadows"));
			Setting->SetDisplayName(LOCTEXT("Shadows_Name", "Shadows"));
			Setting->SetDescriptionRichText(LOCTEXT("Shadows_Description", "Shadow quality determines the resolution and view distance of dynamic shadows. Shadows improve visual quality and give better depth perception, but can reduce performance."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetShadowQuality));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetShadowQuality));
			Setting->AddOption(0, LOCTEXT("ShadowLow", "Off"));
			Setting->AddOption(1, LOCTEXT("ShadowMedium", "Medium"));
			Setting->AddOption(2, LOCTEXT("ShadowHigh", "High"));
			Setting->AddOption(3, LOCTEXT("ShadowEpic", "Epic"));

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support Shadows")));

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);

			GraphicsQuality->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("AntiAliasing"));
			Setting->SetDisplayName(LOCTEXT("AntiAliasing_Name", "Anti-Aliasing"));
			Setting->SetDescriptionRichText(LOCTEXT("AntiAliasing_Description", "Anti-Aliasing reduces jaggy artifacts along geometry edges. Increasing this setting will make edges look smoother, but can reduce performance. Higher settings mean more anti-aliasing."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetAntiAliasingQuality));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetAntiAliasingQuality));
			Setting->AddOption(0, LOCTEXT("AntiAliasingLow", "Off"));
			Setting->AddOption(1, LOCTEXT("AntiAliasingMedium", "Medium"));
			Setting->AddOption(2, LOCTEXT("AntiAliasingHigh", "High"));
			Setting->AddOption(3, LOCTEXT("AntiAliasingEpic", "Epic"));

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support Anti-Aliasing")));

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);

			GraphicsQuality->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("ViewDistance"));
			Setting->SetDisplayName(LOCTEXT("ViewDistance_Name", "View Distance"));
			Setting->SetDescriptionRichText(LOCTEXT("ViewDistance_Description", "View distance determines how far away objects are culled for performance."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetViewDistanceQuality));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetViewDistanceQuality));
			Setting->AddOption(0, LOCTEXT("ViewDistanceNear", "Near"));
			Setting->AddOption(1, LOCTEXT("ViewDistanceMedium", "Medium"));
			Setting->AddOption(2, LOCTEXT("ViewDistanceFar", "Far"));
			Setting->AddOption(3, LOCTEXT("ViewDistanceEpic", "Epic"));

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support View Distance")));

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);

			GraphicsQuality->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("TextureQuality"));
			Setting->SetDisplayName(LOCTEXT("TextureQuality_Name", "Textures"));

			Setting->SetDescriptionRichText(LOCTEXT("TextureQuality_Description", "Texture quality determines the resolution of textures in game. Increasing this setting will make objects more detailed, but can reduce performance."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetTextureQuality));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetTextureQuality));
			Setting->AddOption(0, LOCTEXT("TextureQualityLow", "Low"));
			Setting->AddOption(1, LOCTEXT("TextureQualityMedium", "Medium"));
			Setting->AddOption(2, LOCTEXT("TextureQualityHigh", "High"));
			Setting->AddOption(3, LOCTEXT("TextureQualityEpic", "Epic"));

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support Texture quality")));

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);

			GraphicsQuality->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("VisualEffectQuality"));
			Setting->SetDisplayName(LOCTEXT("VisualEffectQuality_Name", "Effects"));
			Setting->SetDescriptionRichText(LOCTEXT("VisualEffectQuality_Description", "Effects determines the quality of visual effects and lighting in game. Increasing this setting will increase the quality of visual effects, but can reduce performance."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetVisualEffectQuality));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetVisualEffectQuality));
			Setting->AddOption(0, LOCTEXT("VisualEffectQualityLow", "Low"));
			Setting->AddOption(1, LOCTEXT("VisualEffectQualityMedium", "Medium"));
			Setting->AddOption(2, LOCTEXT("VisualEffectQualityHigh", "High"));
			Setting->AddOption(3, LOCTEXT("VisualEffectQualityEpic", "Epic"));

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support VisualEffectQuality")));

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);

			GraphicsQuality->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("ReflectionQuality"));
			Setting->SetDisplayName(LOCTEXT("ReflectionQuality_Name", "Reflections"));
			Setting->SetDescriptionRichText(LOCTEXT("ReflectionQuality_Description", "Reflection quality determines the resolution and accuracy of reflections.  Settings of 'High' and above use more accurate ray tracing methods to solve reflections, but can reduce performance."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetReflectionQuality));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetReflectionQuality));
			Setting->AddOption(0, LOCTEXT("VisualEffectQualityLow", "Low"));
			Setting->AddOption(1, LOCTEXT("VisualEffectQualityMedium", "Medium"));
			Setting->AddOption(2, LOCTEXT("VisualEffectQualityHigh", "High"));
			Setting->AddOption(3, LOCTEXT("VisualEffectQualityEpic", "Epic"));

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support ReflectionQuality")));

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);

			GraphicsQuality->AddSetting(Setting);
		}
		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
			Setting->SetDevName(TEXT("PostProcessingQuality"));
			Setting->SetDisplayName(LOCTEXT("PostProcessingQuality_Name", "Post Processing"));
			Setting->SetDescriptionRichText(LOCTEXT("PostProcessingQuality_Description", "Post Processing effects include Motion Blur, Depth of Field and Bloom. Increasing this setting improves the quality of post process effects, but can reduce performance."));  

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetPostProcessingQuality));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetPostProcessingQuality));
			Setting->AddOption(0, LOCTEXT("PostProcessingQualityLow", "Low"));
			Setting->AddOption(1, LOCTEXT("PostProcessingQualityMedium", "Medium"));
			Setting->AddOption(2, LOCTEXT("PostProcessingQualityHigh", "High"));
			Setting->AddOption(3, LOCTEXT("PostProcessingQualityEpic", "Epic"));

			Setting->AddEditDependency(AutoSetQuality);
			Setting->AddEditDependency(GraphicsQualityPresets);
			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_VideoQuality>(TEXT("Platform does not support PostProcessingQuality")));

			// When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset.
			GraphicsQualityPresets->AddEditDependency(Setting);

			GraphicsQuality->AddSetting(Setting);
		}

	}

	// Advanced Graphics
	////////////////////////////////////////////////////////////////////////////////////
	{
		UGameSettingCollection* AdvancedGraphics = NewObject<UGameSettingCollection>();
		AdvancedGraphics->SetDevName(TEXT("AdvancedGraphics"));
		AdvancedGraphics->SetDisplayName(LOCTEXT("AdvancedGraphics_Name", "Advanced Graphics"));
		Screen->AddSetting(AdvancedGraphics);

		//----------------------------------------------------------------------------------
		{
			UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject<UGameSettingValueDiscreteDynamic_Bool>();
			Setting->SetDevName(TEXT("VerticalSync"));
			Setting->SetDisplayName(LOCTEXT("VerticalSync_Name", "Vertical Sync"));
			Setting->SetDescriptionRichText(LOCTEXT("VerticalSync_Description", "Enabling Vertical Sync eliminates screen tearing by always rendering and presenting a full frame. Disabling Vertical Sync can give higher frame rate and better input response, but can result in horizontal screen tearing."));

			Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(IsVSyncEnabled));
			Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetVSyncEnabled));
			Setting->SetDefaultValue(false);

			Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_FramePacingMode>(ELyraFramePacingMode::DesktopStyle));

			Setting->AddEditDependency(WindowModeSetting);
			Setting->AddEditCondition(MakeShared<FWhenCondition>([WindowModeSetting](const ULocalPlayer*, FGameSettingEditableState& InOutEditState) {
				if (WindowModeSetting->GetValue<EWindowMode::Type>() != EWindowMode::Fullscreen)
				{
					InOutEditState.Disable(LOCTEXT("FullscreenNeededForVSync", "This feature only works if 'Window Mode' is set to 'Fullscreen'."));
				}
			}));

			AdvancedGraphics->AddSetting(Setting);
		}
	}

	return Screen;
}

void AddFrameRateOptions(UGameSettingValueDiscreteDynamic_Number* Setting)

{
	const FText FPSFormat = LOCTEXT("FPSFormat", "{0} FPS");
	for (int32 Rate : GetDefault<ULyraPerformanceSettings>()->DesktopFrameRateLimits)
	{
		Setting->AddOption((float)Rate, FText::Format(FPSFormat, Rate));
	}
	Setting->AddOption(0.0f, LOCTEXT("UnlimitedFPS", "Unlimited"));
}

void ULyraGameSettingRegistry::InitializeVideoSettings_FrameRates(UGameSettingCollection* Screen, ULyraLocalPlayer* InLocalPlayer)

{
	//----------------------------------------------------------------------------------
	{
		UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
		Setting->SetDevName(TEXT("FrameRateLimit_OnBattery"));
		Setting->SetDisplayName(LOCTEXT("FrameRateLimit_OnBattery_Name", "Frame Rate Limit (On Battery)"));
		Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_OnBattery_Description", "Frame rate limit when running on battery. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable Vsync to reach high frame rates."));

		Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFrameRateLimit_OnBattery));
		Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFrameRateLimit_OnBattery));
		Setting->SetDefaultValue(GetDefault<ULyraSettingsLocal>()->GetFrameRateLimit_OnBattery());

		Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_FramePacingMode>(ELyraFramePacingMode::DesktopStyle));
		//@TODO: Hide if this device doesn't have a battery (no API for this right now)

		AddFrameRateOptions(Setting);

		Screen->AddSetting(Setting);
	}
	//----------------------------------------------------------------------------------
	{
		UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
		Setting->SetDevName(TEXT("FrameRateLimit_InMenu"));
		Setting->SetDisplayName(LOCTEXT("FrameRateLimit_InMenu_Name", "Frame Rate Limit (Menu)"));
		Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_InMenu_Description", "Frame rate limit when in the menu. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable Vsync to reach high frame rates."));

		Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFrameRateLimit_InMenu));
		Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFrameRateLimit_InMenu));
		Setting->SetDefaultValue(GetDefault<ULyraSettingsLocal>()->GetFrameRateLimit_InMenu());
		Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_FramePacingMode>(ELyraFramePacingMode::DesktopStyle));

		AddFrameRateOptions(Setting);

		Screen->AddSetting(Setting);
	}
	//----------------------------------------------------------------------------------
	{
		UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
		Setting->SetDevName(TEXT("FrameRateLimit_WhenBackgrounded"));
		Setting->SetDisplayName(LOCTEXT("FrameRateLimit_WhenBackgrounded_Name", "Frame Rate Limit (Background)"));
		Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_WhenBackgrounded_Description", "Frame rate limit when in the background. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable Vsync to reach high frame rates."));

		Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFrameRateLimit_WhenBackgrounded));
		Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFrameRateLimit_WhenBackgrounded));
		Setting->SetDefaultValue(GetDefault<ULyraSettingsLocal>()->GetFrameRateLimit_WhenBackgrounded());
		Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_FramePacingMode>(ELyraFramePacingMode::DesktopStyle));

		AddFrameRateOptions(Setting);

		Screen->AddSetting(Setting);
	}
	//----------------------------------------------------------------------------------
	{
		UGameSettingValueDiscreteDynamic_Number* Setting = NewObject<UGameSettingValueDiscreteDynamic_Number>();
		Setting->SetDevName(TEXT("FrameRateLimit_Always"));
		Setting->SetDisplayName(LOCTEXT("FrameRateLimit_Always_Name", "Frame Rate Limit"));
		Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_Always_Description", "Frame rate limit sets the highest frame rate that is allowed. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable Vsync to reach high frame rates."));

		Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFrameRateLimit_Always));
		Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFrameRateLimit_Always));
		Setting->SetDefaultValue(GetDefault<ULyraSettingsLocal>()->GetFrameRateLimit_Always());
		Setting->AddEditCondition(MakeShared<FGameSettingEditCondition_FramePacingMode>(ELyraFramePacingMode::DesktopStyle));

		AddFrameRateOptions(Setting);

		Screen->AddSetting(Setting);
	}
}

#undef LOCTEXT_NAMESPACE