Community Project | Cardinal Menu System Instructions, Help, and Discussion



  • Hello there!

    In SettingsSubMenu, on Open Detail Container, in the comment Change Apply Settings And Defaults Names,
    There is a check if InGameMenu existe "Check If In Game Widget - Can't Use Defaults If In Game"
    But this check does nothing ?

    I would like to know if we can't do something if In Game VS in menu.

    Thanks



  • Hello there!

    In SettingsSubMenu, on Open Detail Container, in the comment Change Apply Settings And Defaults Names,
    There is a check if InGameMenu existe "Check If In Game Widget - Can't Use Defaults If In Game"
    But this check does nothing ?

    I would like to know if we can't do something if In Game VS in menu.

    Thanks



  • Zeroneus said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    Hello there!

    In SettingsSubMenu, on Open Detail Container, in the comment Change Apply Settings And Defaults Names,
    There is a check if InGameMenu existe "Check If In Game Widget - Can't Use Defaults If In Game"
    But this check does nothing ?

    I would like to know if we can't do something if In Game VS in menu.

    Thanks

    I'm taking a look. I think it's depreciated. The menu has been in production under a lot of different engine releases. I'll get back to you.

    Edit: Ah, that part is confusing and could use a lot of rework. Basically the ending parts of the function OpenDetailsContainer remove or rename the buttons on the bottom of the panels The "Apply - Defaults" button. The names are being changed on runtime or they are being hidden depending on what panel is being selected.

    LocalDetailsPanelID "2" is the Controls panel I believe.

    There were bugs with setting / rebinding controls while the game was in progress. That part makes sure you go back to the main menu to set the controls back to defaults. If I remember right, it's because of how UE4 sorts control mappings automatically. It took a long time to find a method that worked and "applying defaults" while in game caused problems. (The MainMenu map has no controls really, so you just don't see the problems when you apply defaults.)

    We might solve that issue in the future. It's not a huge priority right now, though.

    I'm not sure if that made sense? Basically, it makes it so the default controls can only be set in the MainMenu. Running through the array of default controls while the game is in progress has caused problems in testing. If that wasn't your question, let me know.



  • I pressed set default controls and it deleted all the controls, how can i come back to normal ?



  • @Thaddeus-Delude

    Where are the default inputs ? not in DefaultInput it seems



  • @Thaddeus-Delude

    Where are the default inputs ? not in DefaultInput it seems



  • Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    I pressed set default controls and it deleted all the controls, how can i come back to normal ?

    Here are where the controls are stored.

    1. Input.ini and in your configs
    2. The DefaultActionBinds in ControlsSettingsDetails located at /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
    3. DefaultAxisBinds located in RAMA-AxisControls at /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls

    The order matters to the engine. It should be alphabetical. To my knowledge, nobody has come up with a better method without programming one or using a form of real time binds on every tick. (Bypassing UE4's method basically) It's a pain to work with. Good luck!



  • Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    I pressed set default controls and it deleted all the controls, how can i come back to normal ?

    Before changing anything, I'd try closing the editor and launching it again. If you're in a packaged build, check your Input.ini to make sure the binds are there. I have to manually paste them on every build.



  • @Thaddeus-Delude

    You have to paste your saved inputs cause they are deleted with new builds ?

    Not very useful :s



  • Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    I pressed set default controls and it deleted all the controls, how can i come back to normal ?

    Also, the arrays holding the default binds have to be exactly the same as the Input.ini. /ProjectSettings/Input doesn't seem to be a good way to modify the binds. Sometimes it doesn't update accurately without launching the editor again. You can find some posts on Epics forums talking about these issues.



  • Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    @Thaddeus-Delude

    You have to paste your saved inputs cause they are deleted with new builds ?

    Not very useful :s

    You're welcome to re-design it if you'd like. There's a reason Rama's plugin works the way it does. I didn't design UE4's input system and I'm definitely not an expert in it. If you mess with it for a few hours, it will start to make sense. https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!

    To answer your questions, I'd have to spend a few hours reading about it again. I'm working on AI stuff at the moment and just finished a JSON/REST server browser system. That's mostly what's at the top of my mind right now. I'm not smart enough to remember things I worked on in the past without brushing up again. Sorry



  • @Thaddeus-Delude

    Thank you for the help



  • Why is the current number 1? There are 2 people in my room. bug?



  • Why is the current number 1? There are 2 people in my room. bb bug?



  • @like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    Why is the current number 1? There are 2 people in my room. bb bug?

    The menu system has no game play implemented features and as a result the player count isn't updated. You'll have to implement your own session updating blueprints. It would be fairly easy. You just update the session information when the number of players change.



  • How do I update this session information? I see in the node that UpdateSession uses this node to update the information? Is it updated on the server side?!0_1495003032234_111.png



  • Hello, can you provide a solution? How do I update the current number? For example, the current number of players is 3. How can I update this? The current number is 3



  • I always failed to use updatesession. What's the reason for this? 急急急在线等待,请作者看看



  • 作者 没搞懂你为什么不直接把这些功能搞好呢?搞的云里雾里的,不太清楚哈,你自己也说很简单,既然那么简单,就加上去啊,多省事呀



  • Updatesession failed to update continuously in lan... Is this right? Or BUG?


 

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