FSR Blueprint Library

Extra Utilities

The FSRExtra library provides additional Blueprint utility functions useful when working with the FSR plugin, located under the AMD FidelityFX™ Extra category.

C++ Project Setup

To use these functions in C++, you must add the plugin's modules to your project's Build.cs file.

// YourProject.Build.cs
PublicDependencyModuleNames.AddRange(new string[] 
{ 
    "Core", 
    "CoreUObject", 
    "Engine", 
    "InputCore",
    "FSRDesktop", // Required for FSR extra functions
    "FSRGlobal"   // Required for FSR enums and data types
});

Utilities

Restart Game With Command Line

Restarts your game by creating a new process and then closing the existing one. Supported FSR Versions: All (Utility)

PinTypeDescription
ExtraCommandLineString (Input)Custom arguments to pass to the new process.
bOverrideExistingLaunchArgsBoolean (Input)If true, overrides the original launch arguments completely.

This function works only outside the editor (in packaged builds or standalone game) and on desktop platforms. It is primarily used for testing and debugging, particularly when requiring a restart to apply swap-chain overrides.

#include "FSRExtra.h"

void AMyGameManager::RestartToApplySettings()
{
    // Restart with the same arguments plus a custom flag
    UFSRExtra::RestartGameWithCommandLine(TEXT("-ApplyFSRSettings"), false);
}

Get Current Active RHI

Retrieves the currently active Rendering Hardware Interface (RHI) API used by the engine. Supported FSR Versions: All (Utility)

PinTypeDescription
Return ValueEFSRActiveRHI (Output)The active graphics API (DirectX 11, DirectX 12, Vulkan, OpenGL).
#include "FSRExtra.h"
#include "FSRDataTypes.h"

void AMyGameManager::CheckDirectX12()
{
    if (UFSRExtra::GetCurrentActiveRHI() == EFSRActiveRHI::DirectX12)
    {
        UE_LOG(LogTemp, Log, TEXT("Game is running on DX12, FSR features are fully supported."));
    }
}

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