Comprehensive documentation for accessing hardware information in Unreal Engine
The Hardware Utilities Plugin extends Unreal Engine's Blueprint system with functions to access and manipulate hardware information. This plugin provides easy access to CPU, GPU, monitor, and audio device information, allowing developers to create more hardware-aware applications.
A key feature of this plugin is the ability to switch between multiple screens during gameplay, enabling developers to create multi-monitor experiences or allow players to move the game window between different displays without having to exit fullscreen mode.
Whether you need to optimize your game based on the user's hardware capabilities, display system information, or control monitor settings, this plugin offers a comprehensive set of tools accessible directly from Blueprints.
To install the Hardware Utilities Plugin in your Unreal Engine project:
HardwareUtilitiesPlugin_5.5
folder to your project's Plugins
directory.Plugins
directory, create one in your project's root folder.The plugin is now installed and ready to use in your project.
The Hardware Utilities Plugin provides a variety of functions to access hardware information. All functions are accessible through the Blueprint system under the "Hardware Utilities" category.
Returns the brand name of the CPU.
// Example usage in Blueprint
String CPUName = Get CPU Brand Name();
Returns the vendor name of the CPU.
// Example usage in Blueprint
String CPUVendor = Get CPU Vendor Name();
Returns the number of physical CPU cores.
// Example usage in Blueprint
int32 CoreCount = Get Number of CPU Cores();
Returns the brand name of the primary GPU.
// Example usage in Blueprint
String GPUName = Get GPU Brand Name();
Returns an array of all connected monitor names.
// Example usage in Blueprint
Array<String> MonitorNames = Get Monitor Brand Names();
Returns the number of connected monitors.
// Example usage in Blueprint
int32 MonitorCount = Get Monitors Count();
Returns the index of the primary monitor.
// Example usage in Blueprint
int32 PrimaryMonitorIndex = Get Primary Monitor();
Sets the specified monitor as the active display for the application window.
// Example usage in Blueprint
bool Success = Set Active Monitor(1); // Set the second monitor as active
Sets the gamma correction value for the display.
// Example usage in Blueprint
Set Gamma(2.2); // Set gamma to 2.2
Gets the current gamma correction value for the display.
// Example usage in Blueprint
float CurrentGamma = Get Gamma();
Returns the name of the primary audio device.
// Example usage in Blueprint
String AudioDeviceName = Get Audio Device Name();
The Hardware Utilities Plugin is designed to work on Windows and Mac platforms. Some functions may have limited functionality or may not work at all on other platforms.
The Hardware Utilities Plugin is actively being developed with several exciting features planned for upcoming releases:
Stay tuned for these updates by following the author's website or social media channels.
If you encounter any issues or have questions about the Hardware Utilities Plugin, please contact the author: