Hardware Utilities Plugin

Comprehensive documentation for accessing hardware information in Unreal Engine

Created by Anshul Patalbansi

Table of Contents

Introduction

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.

Installation

To install the Hardware Utilities Plugin in your Unreal Engine project:

  1. Copy the HardwareUtilitiesPlugin_5.5 folder to your project's Plugins directory.
  2. If your project doesn't have a Plugins directory, create one in your project's root folder.
  3. Restart the Unreal Engine editor.
  4. Enable the plugin by going to Edit → Plugins, find the Hardware Utilities plugin under the Hardware category, and check the Enabled checkbox.
  5. Restart the editor when prompted.

The plugin is now installed and ready to use in your project.

Available Functions

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.

CPU Information

Get CPU Brand Name

Returns the brand name of the CPU.

Returns: String - The CPU brand name (e.g., "Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz")
// Example usage in Blueprint
String CPUName = Get CPU Brand Name();

Get CPU Vendor Name

Returns the vendor name of the CPU.

Returns: String - The CPU vendor name (e.g., "GenuineIntel", "AuthenticAMD")
// Example usage in Blueprint
String CPUVendor = Get CPU Vendor Name();

Get Number of CPU Cores

Returns the number of physical CPU cores.

Returns: Integer - The number of CPU cores
// Example usage in Blueprint
int32 CoreCount = Get Number of CPU Cores();

GPU Information

Get GPU Brand Name

Returns the brand name of the primary GPU.

Returns: String - The GPU brand name (e.g., "NVIDIA GeForce RTX 3080")
// Example usage in Blueprint
String GPUName = Get GPU Brand Name();

Monitor Information and Control

Get Monitor Brand Names

Returns an array of all connected monitor names.

Returns: Array of Strings - The names of all connected monitors
// Example usage in Blueprint
Array<String> MonitorNames = Get Monitor Brand Names();

Get Monitors Count

Returns the number of connected monitors.

Returns: Integer - The number of connected monitors
// Example usage in Blueprint
int32 MonitorCount = Get Monitors Count();

Get Primary Monitor

Returns the index of the primary monitor.

Returns: Integer - The index of the primary monitor (0-based)
// Example usage in Blueprint
int32 PrimaryMonitorIndex = Get Primary Monitor();

Set Active Monitor

Sets the specified monitor as the active display for the application window.

MonitorIndex: Integer - The index of the monitor to set as active (0-based)
Returns: Boolean - True if successful, False otherwise
// Example usage in Blueprint
bool Success = Set Active Monitor(1); // Set the second monitor as active

Set Gamma

Sets the gamma correction value for the display.

Gamma: Float - The gamma value to set (range: 1.0 to 5.0)
// Example usage in Blueprint
Set Gamma(2.2); // Set gamma to 2.2

Get Gamma

Gets the current gamma correction value for the display.

Returns: Float - The current gamma value
// Example usage in Blueprint
float CurrentGamma = Get Gamma();

Audio Device Information

Get Audio Device Name

Returns the name of the primary audio device.

Returns: String - The name of the primary audio device
// Example usage in Blueprint
String AudioDeviceName = Get Audio Device Name();

Troubleshooting

Common Issues

Platform Limitations

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.

Future Updates

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.

Support

If you encounter any issues or have questions about the Hardware Utilities Plugin, please contact the author: