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    Posts made by Thaddeus

    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      when I right click on Game folder and Build in Visual Studio 2019 I get the following error:

      Severity Code Description Project File Line Suppression State
      Error MSB3073 The command "chcp 65001 >NUL && E:\UE\UE_4.25\Engine\Build\BatchFiles\Build.bat MyGame Win64 Development -Project="C:\Users\yaya\Documents\Unreal Projects\MyGame\MyGame.uproject" -WaitMutex -FromMsBuild" exited with code 6. MyGame C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 46

      I'm just guessing here but it's possible that was caused by using VS 2019. Visual Studio 2017 was used to compile it originally. I've had problems in the past running different versions of Visual Studio from what Epic used for a particular engine release.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Any news here. Would be nice to see it again with used new UE4 version.

      We've been waiting to see what Epic does with their new online subsystem. We don't want to re-invent the wheel if they decide to release something.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      When upgrading to 4.24:

      It looks like the CallURL function in VaRest has been removed. I noticed the dev said it was causing memory corruptions in Android. It's possible that's why it was removed. Someone requested it put back in the project here. https://github.com/ufna/VaRest/pull/263

      You can download that person's fork of the VaRest plugin as of the date on this post here. https://github.com/ATaysikuu/VaRest

      The CallURL node is required for fetching the client's IP from api.ipify.org in the HostGame widget.

      I'm testing it now.

      Edit: It appears to work with that fork of VaRest. Did that fix your issue? Or are you still seeing a black screen? I've seen that happen with incorrect GameMode settings.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

      When 'play' is hit, only the black screen is showing, (I also have Steam running)...

      So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

      Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

      Thanks for appreciating the work we put in. I just opened the project and I noticed for some reason the enumerations aren't working. That's strange. I'm working on figuring out why right now.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

      When 'play' is hit, only the black screen is showing, (I also have Steam running)...

      So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

      Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

      I'm looking at 4.24 right now. I'll see if there's a weird issue with updating to that version of the engine.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

      When 'play' is hit, only the black screen is showing, (I also have Steam running)...

      So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

      Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

      GamepadUMG is kind of abandoned. This person claims to have it working for 4.24. We might remove it in the next release. It's been a lot of trouble for us. If you don't need controller support, I'd just remove parts of the blueprints that call the GamepadUMG nodes. A lot of people have been trying to figure out how to fix it over the past year or so. https://sb1985.com/other-2/gameplay/how-to-move-the-mouse-cursor-using-the-gamepad/

      It's easy to find the GamepadUMG nodes if you just disable the plugin. They will show up as errors when you load your project. Goodluck 🙂

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

      When 'play' is hit, only the black screen is showing, (I also have Steam running)...

      So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

      Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

      Here is the current VaRest. https://github.com/ufna/VaRest

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      No, I have not downloaded this new one.
      Looking into this issue further, visual studio 2019's indicates that it is flagging this compiler issue as an error now (see https://docs.microsoft.com/en-us/visualstudio/code-quality/ca1008?view=vs-2017#configurability), perhaps previous version of visual studio was ok with it. So looks like the source of the problem is in AdvancedSteam related?

      It could be related to Advanced Sessions. I'd make sure the latest plugins are used. Here is Advanced Sessions Plugin.

      https://forums.unrealengine.com/community/community-content-tools-and-tutorials/41043-advanced-sessions-plugin

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      BTW, I am also using visual studio 2019 community version which is the latest.
      What I tried to do:
      Phase 1:
      1- modified the C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary.cs file to omit the checking for HTML5
      2- Logged into visual studio
      3- Execute the CardinalMenu.project file,
      Got compiler error: "CardinalMenu could not be compiled. Try rebuilding from source manually"

      Phase 2:
      1- Rebuild via visual studio's Solution Explorer:
      Error log:
      1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
      1>Cleaning CardinalMenuEditor and UnrealHeaderTool binaries...
      1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
      1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
      1>Creating makefile for CardinalMenuEditor (no existing makefile)
      1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
      1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
      1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\PingPlugin\Source\Ping\Ping.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\Ping\Public' does not exist.
      1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\VictoryBPLibrary\Public' does not exist.
      1>Parsing headers for CardinalMenuEditor
      1> Running UnrealHeaderTool "C:\Learn\Unreal\4.24\CardinalMenu\CardinalMenu.uproject" "C:\Learn\Unreal\4.24\CardinalMenu\Intermediate\Build\Win64\CardinalMenuEditor\Development\CardinalMenuEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
      1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h(247) : LogCompile: Error: 'SteamAvatarSize' does not have a 0 entry! (This is a problem when the enum is initalized by default)
      1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamWorkshopLibrary.h(173) : LogCompile: Error: 'FBPSteamResult' does not have a 0 entry! (This is a problem when the enum is initalized by default)
      1>Done building project "CardinalMenu.vcxproj".
      ========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========

      Did you download the new versions of the plugins? Like Rama's Victory Plugin?
      https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      When trying to 'Generate Visual Studio' part for UE4.24, I am getting this error "'UnrealBuildTool.UnrealTargetPlatform' does not contain a definition for 'HTML5'
      ERROR: Unable to compile source files.". Googling, this 'HTML5 feature' is no longer supported in 4.23... So, perhaps a new version is needed for being able to use in 4.23+ versions? I would really appreciate it if this could be done 🙂

      The menu has pages under the About section called Our Organization Game Homepage and Donate that load webpages. My guess is these pages along with the web browser plugin are what is causing the issue. I'd have to look into it further to know for sure.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @itachi I'm glad you were able to figure it out. Thanks for reporting back

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @itachi 4.23.0 probably has bugs that need to be fixed with its first patch. Generally I try to wait until at least the x.x.1 release or further depending on how many new features they put in place. I've noticed development of the engine and community participation has slowed a lot over the past couple years. I wouldn't be surprised if there's still some weird bugs that can be difficult to sort out until some of the very experienced or big projects come across it.

      I think they changed the method player controller takes control of a character. I remember someone posting about that. I'm not quite sure what they changed. In my experience, replacing the nodes sometimes works. Other times the whole method of client or server side controller stuff needs to be reworked. Usually it just takes a bit of tinkering. Luckily this part of the menu system is very basic and really just there as an example. Most of this project's work is in the UMG and online sessions part.

      It could also be the UMG Controller plugin. So many people have been having problems with it, that I'm considering removing the plugin. I'm not sure if anyone knows how to fix it. A quick glance at the plugin's forum page will show you the various issues people report. Personally, it's always worked for me but people are reporting problems. I've not tested it further outside of my own personal setup. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/58523-gamepad-friendly-umg-~-control-cursor-with-gamepad-analog-stick-easily-click-buttons

      For example, like maybe 10 versions ago they changed some stuff with physics and I had one heck of a problem getting physics actors to ragdoll again without weird problems. I had to completely rework how I did that. My guess it probably just needs the node replaced possibly.

      Thank you for going through this and seeing what things are the hangups on this release. I've been waiting (I guess fuitlessly) for the new online framework to come out since I don't want to re-invent the wheel. But I guess it won't come out till next year now. I thought it'd be out in July 2019.

      Goodluck with your project! Sorry I can't be of too much help.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      I've been trying to completely recreate the project in unreal engine 4.23 but I'm having a problem with the Enum_Maps it in game instead of showing with the names it show 0 1 2 do you know what the problem could be?

      It sounds like a bug with migration between the engine versions. Maybe recreating the blueprint will help? Or dropping the node that calls the enums again. I've seen various bugs like this in the past. I was hoping Epic would get their new online framework released but they recently announced they delayed it. That's why this project is on standby.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Is there a way I can change the character to my own without breaking the whole thing?

      Yes, it works similarly to any free project out there. The character is just spawned server side in a blueprint. The "multiplayer" side of the game isn't anything special. You just have to find all references to the character being spawned and change them.

      ThirdPersonExample contains the example "game" blueprints. Off the top of my head, ThirdPersonGameMode set the default Pawn Class and Controller Class. They load ThirdPersonCharacter and ThirdPersonPlayerController.

      For a multiplayer game, you'd have to design all the multiplayer logic like how the server decides to spawn your players and so on.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The 9999 ping is because Epic only has it working for dedicated servers. Also, the ping plugin has been having issues on some setups and that's why it throws a "-" or a "?". Sometimes after a while the actual ping will show up. I think they are firewall issues. I know some Wireless Access Points will block the ping traffic along with some local and network firewalls. The ping plugin is simple and doesn't have a way to open ports automatically. Using it on a VPS linux machine to host, I haven't had issues. But I haven't used wireshark or anything to try and discover why some Windows machines are having issues. The ping plugin has gone out of support with the original developer. They are using a much older version of UE4 with their project. Personally, I've been waiting for Epic's new online framework to investigate further. If you figure out how to get it to work on your setup, tell us what was blocking the ping and what you did to get it to work?

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Has anyone used this with a dedicated server. I would like to have this menu setup, but I would like to run a dedicated server and not hosted servers

      Yes, I've heard back from a few people who have modified this project to use dedicated servers. We have been waiting for Epic to further develop their new online sessions system. I think they are targeting the end of the year but it seems like they are making slow progress on its release.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @dean Yeah, we plan on developing further but the project has been on standby until Epic releases their new online sessions stuff. We don't want to re-invent the wheel if something big changes with the engine. Upgrading to the next engine versions should be fairly easy. You might have to download each plugin individually though. The gamepad plugin is having issues, though.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Can somebody please help to get this working. I have all the plugins extracted to the correct directory, I have generated the VS project files using VS community 2015 which is installed using the custom menu and making sure VS C++ is ticked but when i goto open it asks me first to install missing modules (which i'm aware is fine) then i get a messag saying "cardinalmenu could not be compiled. Try Rebuilding from source manually" please can somebody help me, i took the day off work to try and get this up and running but i can get over the first hurdle. lol

      I've also tried using VS 2017 now and still have the same problem.

      Heres the error log from VS if it helps:

      1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
      1>Cleaning CardinalMenuEditor Binaries...
      1>Creating makefile for CardinalMenuEditor (no existing makefile)
      1>Performing full C++ include scan (no include cache file)
      1>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
      1>UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'NvCloth' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
      1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
      1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073: The command "D:\Games\UE4\UE_4.21\Engine\Build\BatchFiles\Rebuild.bat CardinalMenuEditor Win64 Development "C:\Users\Bone\Desktop\CardinalMenu_Project_v181120_421\CardinalMenu_Project_v181120_421\CardinalMenu.uproject" -WaitMutex -FromMsBuild" exited with code -1.
      1>Done building project "CardinalMenu.vcxproj" -- FAILED.
      ========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========

      I'm assuming you're the one who had problems with this and posted in the forums? If so, I'm glad you were able to figure it out by trying a different machine.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      My bad i have DL 4.20.

      The project work, perfect !

      thx you for your work 🙂

      Thanks for getting back to us. Goodluck with your project.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The project has been released for Unreal Engine 4.21 today.

      Let us know if you find any bugs.

      Download it here: https://metahusk.com/cardinal-menu/

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      I noticed a bug with the source build of Unreal Engine version 4.21.0 that stops Steam clients from joining a server due to a false "out of date client" error. Using the launcher version of the engine does not have this issue. I think it may be a problem in 4.20 as well but I haven't confirmed it.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Hi, I logged in to your site, both with Chrome and Firefox, but if I click on the spoiler image, it will not show me anything. Both Chrome and Firefox are updated.
      Greetings
      Alex Caponetto

      Buongiorno, ho eseguito l'accesso al vostro sito, sia con Chrome che Firefox, ma se clicco sull'immagine degli spoiler, non mi visualizza niente. Sia Chrome che Firefox sono aggiornati.

      Sorry, we are having issues with php on our host. I've been working to resolve them. I hope to have it resolved soon.

      Edit: The main website at metahusk.com is experiencing random 500 errors due to php problems. I was incorrect saying that the php problems were related to the forums at community.metahusk.com. They are hosted on different servers.

      To solve your issue, I disabled the spoilers. I thought I had fixed the issue as I no longer see that problem on my end on Chrome or Firefox but apparently it is not resolved.

      Thanks for reporting it.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      I have a problem to find where i can change name of the playgamepanel and delete the split screen button from the menu.
      can someone help me to delete this button? i only disable the window its open and change what it opens when you click on it

      Open the PlayGameSubMenu widget located here:
      /Cardinal/MainMenu/Blueprints/UI/Submenus/PlayGameSubMenu.PlayGameSubMenu'

      To change the names of the buttons:
      Open the Designer tab on the Widget and then navigate to SettingsButtonsLine in the Hierarchy.
      In the Details tab and in the Default section and then under ButtonsNames you will see an array of the names.
      Change these names to change the button names.

      To change the functions of the buttons:
      Open the Graph tab in the widget.
      Open the function called OpenDetailsContainer.
      There you will see a SwitchonInt that controls each button in order from 0 to 4. This is where the button's actions are performed in order of their name listed in the array. (Like OpenMap and so on)

      To remove the Local Split Screen Button:
      Remove the button name in the array (Array item 1)
      Then move the pins from switch on int to adjust for the order change. (So 2 now goes to 1, 3 to 2, and 4 to 3)

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      I tested every case, ethernet to wireless, ethernet to ethernet, and wireless to ethernet. Computers are not in Lan, each is 2km away. I can't find that option in router. Thank you for quick respond, it looks like it's not a problem in us (blueprints).

      Maybe we will have to look into a different solution to run pings. I really don't know the percent of routers that will allow ICMP pings or not.

      If your game will run mostly dedicated servers, the method will probably work better because then there's usually a direct connection or forwarding involved. The dedicated server I test with has been working well. It does take a few seconds to display the ping, though.

      But if you plan on running servers hosted by local clients, this might not be the best solution if most routers in the wild won't respond to ICMP requests. Good luck 🙂

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Hi, sorry to bother you. I'm using 4.19 version of your project and I tested Steam Party with 3 different computers and everytime it doesn't show ping of session, always show "-". Client successfully receive host ip address (I checked via print screen function). Does this happen to you? I know that Unreal have problem with Steam ping so we have to use additional plugin. BTW keep up the good work!

      Are you testing them on different networks with a separate WAN address?

      It happens on a lot of people's networks because it's ICMP pinging the router and a lot of routers reject ping requests for security reasons. I turn on "respond to pings" on my router. (Some routers don't give this option for some reason, they just reject all pings. They get rejected to stop botnets from scanning the internet for live IP addresses.) The ping method in this project doesn't do a NAT punchthrough for the ping on the local client, it's just a simple ping to the WAN address.

      On the networks I've tested: Most public WiFi's I've tried seem to respond to pings, such as Starbucks. My cellular hotspot does not allow ICMP pings to pass, I imagine this is standard on cell networks. PfSense routers do not allow ICMP pings. Most century link routers I've tested do allow pings to go through.

      Maybe we should put an explanation on the network search tab in the game.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The project was released for Unreal Engine 4.20 a few days ago.

      This version fixes issues with controller joystick movement input breaking after returning to the main menu and the need to manually place control input config files into your packaged game.

      Let us know if you find any bugs.

      Download it here: https://metahusk.com/cardinal-menu/

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The forums are now back online. The server hosting our services suffered a drive failure and the system had to be shut down to rebuild the array.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @playstationkings So your hosted server shows up on the list of servers but when a client clicks to connect to the server it fails to connect?

      Off the top of my head it's likely one of two problems:

      1. BP_GameInstance isn't set as the default Game Instance Class in Project Settings - Maps & Modes (Located at: Blueprint'/Game/Cardinal/MainMenu/Blueprints/BP_GameInstance.BP_GameInstance')
      2. Or a firewall is blocking connection to the host.

      You're using two different steam accounts to test a client joining the host, right?

      To help troubleshooting, I'd take a look at the project settings in an unmodified version of the project. I've forgotten to set some of them before. I've also seen the values randomly change too and I'm not sure why.

      If you're running the game in editor and not a packaged / built copy of the game, make sure you're playing as "Standalone Game" and not "Play In Editor."

      Also, as a side note: In WidgetBlueprint'/Game/Cardinal/MainMenu/Blueprints/UI/PlayGamePanels/HostGame.HostGame' is where the Steam session properties are set. The server browser looks for those properties when making the list of hosted games. That's where you can modify those settings.

      Maybe that helps? There's a lot of blueprints going on in this project. It might take a while to get a good idea of what all is going on but it should still be a lot easier than building your own from the ground up. Let me know if you figure out what was wrong. If you find a problem in the unmodified version of the project, let me know and I'll be able to better look into it. Goodluck

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @playstationkings What details do you want to go into? Troubleshooting is discussed here so other people can read through the posts and find answers that might have already been addressed.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @playstationkings Spacewar is the Steam test app ID 480 game. You'd need to get a steam app id. "Spacewar" is also region locked, so sometimes your friends won't appear correctly. It's only for testing steam integration, not to launch a game.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @playstationkings You should be able to find a tutorial on how to do this. At first glance this seems pretty accurate, but I didn't try to duplicate it. https://answers.unrealengine.com/questions/242407/renaming-a-c-project.html

      Sometimes there are small changes in the engine that require a bit of tweaking to the directions. Basically find any reference to the old name and replace it with your name. Either in the code or in the project filenames.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      I can't seem to open the file, i generate visual studio file before opening it but it still says to generate the file. Im currently trying it with 4.19.2

      I'll check if it's a problem with 4.19.2, currently I'm still using 4.19.0 because I build from source. You can try downloading the new version of advanced sessions plugin. It looks like mordentral released a 4.19.2 version. Here's the link: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/41043-advanced-sessions-plugin

      Edit: I was just able to open the project freshly cloned from the repository using 4.19.2's launcher edition on Visual Studio 2015. I'll try the compressed download copy next.

      Edit2: I'm getting strange problems with the downloaded project and 4.19.2 as well. I'm not sure what the problem is yet. I'll get back to you.

      Edit3: Turns out I have an issue with Windows Search Service and Win10's built in explorer's unzip program. It didn't decompress all the files. The downloaded version of the project compiled on 4.19.2 with VS2015 without issues.

      I'm not sure what your problem is. Are you using Visual Studio 2017? I've had problems with it in the past.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      hi

      i cannot open the ingame menu or even if it opens it wont work as intended. how do we add and remove it from the viewport? thanks

      The blueprint ThirdPersonPlayerController has an event called CreateinGameMenuWidget on construction.

      There's also an action binding that opens and closes the window in the same blueprint. Basically, that action binding flip flops from showing and hiding the widget while also showing and hiding the mouse cursor.

      The blueprint's location:
      Blueprint'/Game/ThirdPersonExample/Blueprints/ThirdPersonPlayerController.ThirdPersonPlayerController'

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      @Thaddeus

      Thanks. I got an issue where if I am not hloding down mouse1 I cannot look or move around in the game when spawned jn the level.

      Are you playing the packaged / built demo or in-editor? Windows 10? It sounds like maybe the window isn't selected? I'm not sure what is wrong on your end.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      @Thaddeus

      Does this support Inviting friends directly via Steam?

      At the moment, it doesn't. I might look into adding that feature in the future. There is a Steam friends list in game, though.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Cardinal Menu has been released for Unreal Engine 4.19 today. This update now includes Steam listen server pings! (As requested)

      The video on the first post has been updated to reflect the 4.19 version of the project.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @Exdraz

      I'm glad to hear it worked. Thanks for replying with your findings.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      I can not make this Source tree to work. I open it and past the URL:
      http://repositories.metahusk.com/menu.hg
      select the folder with the project : CardinalMenu_Project_v171227_418 and the name : CardinalMenu_Project_v171227_418. But I get an error and it does not allow me to clone it.

      Here is the error:
      Command: perl.exe C:\Users\exdra\AppData\Local\SourceTree\app-2.4.8\tools\svn.pl info http://repositories.metahusk.com/menu.hg
      Output:
      Error: System.ComponentModel.Win32Exception: The system cannot find the file specified

      Command: git -c diff.mnemonicprefix=false -c core.quotepath=false ls-remote http://repositories.metahusk.com/menu.hg
      Output:
      Error: fatal: repository 'http://repositories.metahusk.com/menu.hg/' not found

      What I'm doing wrong? Please help! 🙂

      You can download the project files at http://metahusk.com/cardinal-menu/ if you want. Are you looking to clone the repository so you can roll back to different changes?

      That's weird, I can clone it without a problem using TortoiseHg and this command. I'm waiting for it to finish as I type this. (Edit: It cloned without issues.) I had a problem with SourceTree in the past. Maybe it's a SourceTree bug?
      hg clone --verbose http://repositories.metahusk.com/menu.hg "I:\Unreal Projects\menu.hg-clone"

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @SkillzKilli It's the LoadingScreen plugin. The configurations are in there. I'm not sure if it's dated by now. There may be better methods now. But it works.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @SkillzKilli Thanks for helping report bugs.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      @Thaddeus it was over the Internet, we were in the same state just 500 miles apart so I don't think the region thing shouldn't be an issue (Washington state). Could be something with our firewalls but not too sure on how to check if that's the culprit? I can test more when I get home from work tonight. I'm also using the test appid for this.

      It's likely a firewall issue if nobody is reporting problems with Steam's test appid. I've heard a lot of problems with in in China, but not here.

      It is possible that maybe there's too many people using the test appid at the same time when you tested it. I can't remember off my head, but OnlineSessionPlugin only fetches so many sessions by default. The way the server browser works is by filtering out all non-matching sessions. That could be the issue. Or a firewall issue.

      If you find out that it's a firewall thing and you plan on releasing a big commercial game, I think UWorks does NAT punchthrough. (To bypass firewalls without configuration) I haven't tried it since it's $109 on the marketplace, but I hear it's pretty good.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @SkillzKilli I'm glad to know that fixed your inputs! The input system has been quite the headache. I hope Epic changes the way it works soon. But I think they are more concerned about the serious engine stuff.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @SkillzKilli

      There's still no fix for the 9999 ping bug. I use the ping plugin on the main project for it, though, and broadcast the hosts IP as a session variable. The problem is Epic hasn't implemented pings for listen server sessions.

      As far as the hosting and seeing sessions goes, I've had problems with LAN and WiFi. I'm sure it has something to do with network configuration. (Possibly a security setting about broadcasting packets over a WiFi access point)

      If your test was over the internet, it could also be firewall rules causing the issue or Steam region lock. Since this uses Steam Test APPID's, sometimes I've had issues with Steam. If you have your own APPID, then that issue should go away. (If it's related to region locking)

      Those are the three issues I've seen.

      Was your multiplayer session broadcast test over LAN with WiFi? Or over the internet?

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      @Thaddeus It's happening when I package the .uproject. It works fine within the editor when playing standalone or launching the game but once I package it, it breaks.

      You have to manually drop the config files into the packaged directories once it's done. Below is where I put them in the demo to get it to work. For some reason the editor doesn't automatically place them when you package.

      \CardinalMenu\Saved\Config\WindowsNoEditor\Input.ini
      and
      \CardinalMenu\Config\DefaultInput.ini

      Did that work? You might have to create some directories if they are not automatically present.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Hmm, that's strange. I've seen a lot of weird bugs with the control mapping lately. I'll look into it.

      Edit: I just tested CardinalMenu_Demo_v171227_418 and the bindings were present. Is this happening when you package the uProject Files or when you download the Demo?

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      That test I did was with the source code. I can try the binary package released on the website as well if you'd like. After a quick search, it sounds like Steam Test AppID 480 throwing that error might be related to having too many people using the test ID in your region. You might need to get your own AppID for your project for Steam. https://answers.unrealengine.com/questions/558932/steam-removed-incompatible-build.html

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      I just downloaded the 4.14 version of the project and packaged it, deployed it to my desktop and laptop, and tested it in both Steam and LAN. It works. I didn't change anything with the project. If yours doesn't work, I cannot tell you why. Attached are screenshots showing my results of the tests. (These tests were conducted on the same LAN network with the server being wired to a switch connected directly to a router and the client being wireless connected to a wireless access point.)

      0_1517399072642_forum-question-working.JPG

      0_1517399089594_forum-question.JPG

      0_1517399101990_lan-works.JPG

      0_1517399111924_working-lan.JPG

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @like3727

      Also, you might want to check and make sure that the game instance is set to BP_GameInstance in Project Settings -> Maps and Modes -> GameInstance Class.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The 4.16 and newer version have a lot of improvements, by the way.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      @Thaddeus Well, the previous 4.14 was normal.

      Do you mean 4.13 didn't have any issues? CardinalMenu_Project_v161019.zip?

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Do you have any contact?

      You can contact me on here or on Discord. The top of the forums have a link to the Discord channel. I don't know how much assistance I can provide, though. You might just have to experiment with the project and see what the issue is. I test each build before they are released. The 4.18 build should work without issues. If you need 4.14 specifically, I can go back and check it to make sure it works. It's been a while since I worked with that version of the engine.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      I found that there is a problem, joinsession, join the success, but will not jump to the new map, the local area network can, steam is not.

      Are you packaging / building your own copy of the game? Or is the Demo not working? Have you tried a newer version than 4.14?

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @rexregum I have problems with VS2017 on all my projects. I'm not sure if it's a problem with a specific plugin or UE4 and VS2017. I spent days trying to figure it out to no avail. I'm not sure the answer on that, sorry.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @like3727
      Hmm, I didn't experience that problem. What version did you test? What region of the world are you in? How are you testing it? Are you testing LAN on a wired network or wireless? Separate devices? Did you investigate routers for port forwarding issues with steam? I tested the project locally in the Midwest of the United States and also on a wired switch using laptops and a desktop. Discovering sessions on a LAN can take a while.

      I wonder if your Steam problem has something to do with the test App ID and what region you are located in? They are region locked to my understanding, meaning you have to test it in the same geographical location unless you have your own App ID. On LAN, were you working on WiFi? LAN uses Epic's default online subsystem and I've had problems with it on some networks depending on how they are configured.

      The project uses Advanced Sessions Plugin. Maybe your answer is in there?

      As far as filtering goes, it's fairly simple how it works but isn't really used by the example project. It looks at the extra variables passed by the online session and removes them accordingly. It might require a bit tweaking depending on how you want to set up your project. (For example, filtering by maps would require more maps than the test project has.)

      Thanks for checking out the project. Hopefully you find something useful about it.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The menu system for Unreal Engine 4.18 has been released.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      All of my previous test have worked. I will test it right now.

      Edit: Strange, it doesn't appear to be working on Ethernet to WiFi LANs on my network. (Could be related to how my network is set up) I'll check Ethernet to Ethernet. I'm looking into it. I've experienced some cases where certain types of network setups didn't show LAN games or took a long time for them to appear.

      I'm looking into Advanced Sessions Plugin and the BP nodes. I'll hopefully have fix tomorrow. Very little has changed in 4.15-4.17 versions.

      Edit 2: It works in editor. Looking into network related things.

      Edit 3: Standalone works as well. Hmm, looking into possible packaged version configuration file problems.

      Edit 4: Packaged LAN search and join works on the same PC when launching two instances. Going to try ethernet via switch LAN on two PCs.

      Edit 5: It works on LAN network via wired on a local switch. It did not work on WiFi via WiFi Access Point to a wired client. I don't know why. It must have something to do with how Epic designed the sessions broadcasting over the network. My guess is that there's a broadcast packet that's being blocked by my access point.

      Did you try LAN over wired networks? Or did you use WiFi?

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The menu system for Unreal Engine 4.17 has been released. It includes an in game return to game button and a debug print to screen fix.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      A few of the plugins are not working for 4.17 yet. It will be a bit before the 4.17 version is released.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      I'm going to make the instructions more reader friendly next week as well. The forum software's plugin for "spoilers" is no longer working. I was hiding the instructions with dynamic buttons that hide the different instructions settings to make it more readable.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Sorry I couldn't be much more help. I'm out of town for the US holiday weekend. I will be back on Monday and take a look at the input system and see if I find any issues. I need to make the new release for 4.17 as well. Hopefully the plugins have no problems with the new engine. That is why we wait a bit for new releases.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Here are where the controls are stored.

      Input.ini and in your project configs
      The DefaultActionBinds in ControlsSettingsDetails located at /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
      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 such as Mathew Wadstein's BindableKeys system. (Bypassing UE4's method basically)

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Hi, I downloaded your project files, but when I need to rebuild I get error: "CardinalMenu could not be compiled. Try rebuilding from source manually". I tried on every version of your project, on 3 different pc and no luck, please can you help me? I use Microsoft Visual Studio 2015 Enterprise

      Do you have this problem on all UE4 projects with source code? I've had this problem for many various reasons in the past. You can try this.

      Right click on CardinalMenu.uproject and select Generate Visual Studio project files. It should have created CardinalMenu.sln in the same directory.
      Open CardinalMenu.sln
      In Solution Explorer (typically on the right) open Games -> CardinalMenu
      Right click on CardinalMenu in Solution Explorer and click rebuild.
      A log should appear on the bottom and show you errors.
      Paste this log here and I'll look at it.

      Other Possible Solutions
      A common problem I get is Visual Studio logs my credentials out for some reason. I have to open Visual Studio and on the top right there's a drop down arrow and it says "An error has occurred and we can no longer retrieve user information for... " I then have to log in. This might be in Community Edition only though. I haven't used the enterprise version of VS 2015. Only older versions.

      Another problem is the C++ compile add ons might not be included with your install of VS2015. Is this the first project you've used for UE4? Usually this happens when someone first starts messing around with Unreal 4 or they are using a new computer. Here's the solution.
      "Visual Studio 2015 (VS2015) doesn't install C++ tooling support by default. When installing VS2015, choose Custom installation and then choose the C++ components that you'll need for your workflow. If you've already installed Visual Studio 2015, choose File > New > Project > C++ to install C++."

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Great work! I have been playing around it and works quite well! Out of curiosity, have you gotten this to work for a dedicated server? While i have gotten dedicated servers working in other scenarios ( Null OSS) can't seem to get one to work with Steam.

      Thanks! I haven't gotten it to work. I tried for a bit. It's quite complicated to get steam online sessions to work with dedicated servers. For the project I'm working on, I fetch the server's external IP then I use VaRest plugin to write the IP to a simple database (CouchDB) with a time stamp. Then I have clients fetch the list of servers on the database and filter out ones that are more than X minutes old. I have live servers write their current times every few minutes. This way there is a basic list of live servers the clients can fetch. They connect using the open "ip" console command. It makes the server list lightning fast. CouchDB is pretty cool but difficult to use. There are other similar database systems out there. I've seen some people use MySQL. I think that's resource overkill personally. Especially if you run a resource limited VPS. JASON and a simple database work well.

      I'll release this method once the project is done. I'm hoping, in the mean time, better support for Steam dedicated servers will come out. I don't want to re-invent the wheel. I've tried that in the past only to have the feature come out a bit after I finished it.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Thanks, I believe my problem was from not retaining the directory structure. I used the migrate function to transfer the folders from the example project, and all is working fine now.

      Good to hear it worked. Thanks for reporting back.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      u Button Line" does not exist because the RadioButtonLine BP contains errors. All of the construct functions in the widgets have their class undefined. I'm not sure how this hap

      Can you open RadioButtonLine BP and fix the errors? It may just need a re-compile. It's located at WidgetBlueprint'/Game/Cardinal/MainMenu/Blueprints/UI/Elements/RadioButtonsLine.RadioButtonsLine'. I've had weird issues with importing and exporting. If you have to re-arrange directory structures, I move things in the starting project first before importing them to minimize weird issues. You can try packaging CardinalMenu before importing first. Maybe that will help.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Hi, I'm on Unreal 4.16.1 with the most recent version of the menu system. I followed the directions to import this into an existing project, but have many unknown reference errors. One for example is in the MainMenu widget BP: "Menu Button Line", "Get All Buttons", "Un Select All" are all unknown variables/functions. I could start over and try again in case I made a mistake, but maybe you could easily tell what I have missed. Where are these functions defined? Thanks for any help.

      I've had these problems a few times in this project and in others and I'm not sure exactly what caused them. Sometimes going into the BP file and pressing compile fixes the issues. Sometimes I have to reimport things. Other times it's because of different engine versions. You said you used 4.16, so I don't think that would be the issue. You can try compiling the BPs. Sometimes it's easier to re-create the variables or drop the nodes again. It kind of depends on how many were not found. If I find an answer, I will post it here.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      @Thaddeus why ping is 9999?help me

      Ping isn't implemented in online session. This is on the engine side of things. It may be implemented in the future by Epic. You can program your own solution or another way around it is to fetch the server's external IP, put the IP in the session info, and use PingPlugin at https://github.com/DescendentStudios/PingPlugin.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The project has been released for Unreal Engine 4.16 today. Major changes for this release includes making the Escape Key always open InGameMenu despite binds, the project now updates the number of players currently in session, and fixes the default binds not working when first compiling the project.

      Also, Victory Plugin and GamepadUMGPlugin still use a TargetInfo argument instead of the new ReadOnlyTargetRules argument and as a result they throw errors. Rama will likely fix this issue soon. LoadingScreen plugin had compile issues in 4.16 and a version a few commits earlier was used instead. The project was updated to use ReadOnlyTargetRules arguments.

      Please post if you find any bugs.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

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

      The menu uses Advanced Sessions Plugin - https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin

      I'm looking into the problem. 我是汉语初学者。 不好意思

      Edit: Hang on, there might be a deeper issue here. My mistake, sorry. I'll post how to get player counts to work. I just tested it in LAN. I need to test Steam as well. For LAN, you can use "Get Max Players" and "Get Current Players" inside "WidgetBlueprint'/Game/Cardinal/MainMenu/Blueprints/UI/PlayGamePanels/ServerList.ServerList'" Functions "BuildInternetListenSearchResults" and "BuildLANSearchResults." I think there are still bugs with this feature in Dedicated Server builds.

      Edit2: Steam doesn't update playercounts correctly using this method. Session Update and Session Extra Settings method may work though. I'll try that in a bit.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      @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.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      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

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      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.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      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.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      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!

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      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.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Hi, I'm triyng to make some test with Cardinal Menu and I found a strange behavior, If you launch 2 PIE windows and on the server windows start a network host and on the client window connect to the server (LAN, no STEAM) the gamemode is not passed to the client and you have olny the default one, just the camera.
      Could someone help me with this issue?
      thx
      Davide

      Just for reference in case anyone else has the same problem: The issue was resolved in the discord channel. The problem was Auto Connect to Server being checked under PIE -> Advanced Settings -> Multiplayer options.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Is the game instance set? Sometimes it becomes unset for some reason. Especially if you migrate project files.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Steam friend avatars were fixed. They are not functioning correctly in UE4.15 until Cardinal Menu v170405_415.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Thanks for the encouragement. We just released a new version that fixes the in editor's default binds being wrong out of the box. PIE PC controls should work fine now.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

      I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

      Wow! that's awesome work, never would have thought it so fast!
      Thank you

      You're welcome. Hopefully this saves people a lot of time. Binding can be kind of difficult. The inputs require alphabetical order and sometimes after packaging the game you have to re-order the defaultinput.ini controls back into alphabetical order. The menu system is getting pretty complicated. I forget where things are if I haven't worked with it in a few months.

      The input widgets can be found here -
      /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
      In the arrays DefaultActionBinds_"control-scheme"
      and
      /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls/AxisMain_ByRama
      In the arrays DefaultAxisBinds_"control-scheme"

      The default inputs are in:
      \game\Config\DefaultInput.ini

      And input mappings for PC are as follows:
      +ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
      +ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
      +AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
      +AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
      +AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
      +AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
      +AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
      +AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)

      *Note the alphabetical order

      I play tested it for a while. I think I fixed most of the bugs. If you see one, please let me know. Thanks

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The UE4.15 release includes some major changes. Here are some of the major ones.

      The MainMenuLib was removed and blueprints only graphics settings were put into place using Mathew Wadstein's method.
      Axis bindings are now possible.
      Controllers (Xbox and Steam) are now supported.
      And a UE4 intro video plays at the beginning.

      0_1490647573286_binds.JPG
      0_1490647558564_graphics.JPG

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      I mean change keybinding with AxisMappings

      I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Great work! Will there be an update to UE version 4.15? Thanks!

      AdvancedSessionsPlugin was reporting some problems with 4.15. Pretty soon 4.15 we will release a 4.15 version.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Thanks. I've had a lot of trouble getting it to work with Steam. It's possible but I've been waiting to see if it gets easier with new engine releases.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The project has been released for Unreal Engine 4.14 today. So far there have been no reported bugs. Please let us know if you find any.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

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

      Why ping steam 9999 ?

      There's a bug with the engine that causes that. We are waiting until it's fixed. (Hopefully soon)

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      We released a new version. This release includes a simple single player button (as requested), cleans up some of the debug printing to console, and includes a simple map loading video.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      We released the project for 4.13 today. I'm not quite sure if the graphics settings will cause issues but so far I've experienced no issues. We will probably slate that fix for the next engine version. Please report any bugs you find.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      We just tested 4.13 and the persistent graphics settings need to be reworked. We will probably migrate away from the MainMenuLib plugin. The update may take a while. So far no other bugs have been discovered outside of minor depreciated blueprint functions.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      I should probably mention that in the documentation. I hope to have that feature implemented in a month or so.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      The logic for the total players has to be put into game state and the Steam session has to be updated. We haven't included that logic as of yet. (Just like level transitions and so on) Basically the online session gets broadcasted once when you create the server and the gamestate never updates it.

      It's not too hard to implement. You just need to count the number of players in your game and update the online session to reflect this every time someone joins and leaves the game.

      We are working on a game right now. When I implement that into our game I will copy the BP nodes into the Cardinal Menu project and share it. It just hasn't been built yet.

      Thanks for trying the project!

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Modifying Starting Map or Number of Players

      1. Navigate to the MainMenu Blueprints folder at \Cardinal\MainMenu\Blueprints
      2. Insert your GameModes into Enum_GameModes, list your available map names to Enum_Maps, and set your server host's preferred maximum number of players to Enum_NumberOfPlayers using the supplied pattern.
        For skipped number of player options, use the enumeration's integer. For the number of players option you'd like available, spell out the integer.
        For example: 0, 1, Three will make a server with a maximum of "Three Players." (Please note the game modes and player limits are not implemented in the actual project. This is up to the end user to implement.)

      Deploying Packaged Builds

      In order for key bindings to work on packaged builds, you must copy Input.ini from inside your project to the build directory.
      The paths and default bindings are listed below. Input.ini does not copy into the directory by itself. The default bindings are shown below for your convenience.

      Modifying Menu Buttons Example: Removing The Local Split Screen Button

      Open the PlayGameSubMenu widget located here:
      /Cardinal/MainMenu/Blueprints/UI/Submenus/PlayGameSubMenu.PlayGameSubMenu'

      To change the names of the buttons:
      Open the Designer tab on the Widget and then navigate to SettingsButtonsLine in the Hierarchy.
      In the Details tab and in the Default section and then under ButtonsNames you will see an array of the names.
      Change these names to change the button names.

      To change the functions of the buttons:
      Open the Graph tab in the widget.
      Open the function called OpenDetailsContainer.
      There you will see a SwitchonInt that controls each button in order from 0 to 4. This is where the button's actions are performed in order of their name listed in the array. (Like OpenMap and so on)

      To remove the Local Split Screen Button:
      Remove the button name in the array (Array item 1)
      Then move the pins from switch on int to adjust for the order change. (So 2 now goes to 1, 3 to 2, and 4 to 3)

      Windows US Keyboard Default Input Bindings

      :::

      Inside Project Directories:
      \Saved\Config\Windows\Input.ini and Saved\Config\WindowsNoEditor\Input.ini and \Config\DefaultInput.ini
      Inside Packaged Game Directory:
      \WindowsNoEditor\CardinalMenu\Saved\Config\WindowsNoEditor\Input.ini

      Input.ini Default Windows Bindings:
      [/Script/Engine.InputSettings]
      ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
      ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
      AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
      AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
      AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
      AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
      AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
      AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)

      [/Script/Engine.Console]
      HistoryBuffer=mexit
      HistoryBuffer=exit

      :::

      Known Bugs:

      (To view the known bugs, click the button below.)

      :::

      Bug: Client Returning to "Main Menu" can't join another game.
      Fix: Fixed 08/07/2016 at Changeset - a1943cb579fc

      Bug: The Editor's Play In Viewport option does not stretch the menu title bar all the way to the edge of the screen on some resolutions
      Fix: Use Play In New Editor Window

      Bug: Split screen menu cannot be scaled to overlay on the calling player's screen
      Fix: Unknown, possibly in future engine release

      Bug: Player input control mappings are not in the correct order
      Fix: The engine re-orders inputs, change them to alphabetical order in your DefaultInput.ini

      Bug: Packaged game builds lose default control bindings
      Fix: Packaging does not copy Input.ini by itself. See "Deploying Packaged Builds" above

      Bug: Cannot host a session after importing project files
      Fix: Make sure BP_GameInstance is set in your game mode

      Bug: Joining players in PIE spawn as spectators and not pawns
      Fix: Make sure Auto Connect To Servers is not checked under Play -> Advanced Settings -> Multiplayer options

      Bug: Some listen servers do not respond to ping, instead respond with "?"
      Fix: Listen server host's network configuration (firewall or router) do not respond to ICMP Pings, likely due to host's configuration. To show pings, host's router must respond to ICMP Pings. Many routers have this disabled by default.

      :::

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      How To Import Cardinal Menu To Your Project

      (To read the directions, click the button below.)

      :::

      1. Open your project's Project Directory folder in windows explorer.

      Example Structure: C:\Users\User\Documents\Unreal Projects\Project_Name

      1. Download the project files from the webpage.

      Download URL: metahusk.com/cardinal-menu/

      1. Convert your project to a C++ project if it's a Blueprint Only project.

      Convert a BP/Content Project to a C++ Project

      1. Navigate to \Your_Directory\Content and extract the \CardinalMenu\Content\Cardinal and \CardinalMenu\Content\ThirdPersonExample and \CardinalMenu\Content\Movies into your project's content folder.

      2. Navigate to \Your_Directory and extract the \CardinalMenu\Plugins folder into your project's root directory.

      6a. Navigate to \Your_Directory\Plugins and extract the files in VictoryPlugin(newest-version).zip to the plugins directory into a folder called VictoryPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\VictoryPlugin"plugin files"

      6b. ONLY UE4.14 and PREVIOUS: Navigate to \Your_Directory\Plugins and extract the files in MainMenuLib(newest-version).zip to the plugins directory into a folder called MainMenuLib

      Plugins Directory Structure: \Your_Directory\Plugins\MainMenuLib"plugin files"

      6c. Navigate to \Your_Directory\Plugins and extract the files in AdvancedSessions(newest-version).zip to the plugins directory into a folder called AdvancedSessions

      Plugins Directory Structure: \Your_Directory\Plugins\AdvancedSessions"plugin files"

      6d. Navigate to \Your_Directory\Plugins and extract the files in LoadingScreen-master(newest-version).zip to the plugins directory into a folder called LoadingScreen-master

      Plugins Directory Structure: \Your_Directory\Plugins\LoadingScreen-master"plugin files"

      6e. Navigate to \Your_Directory\Plugins and extract the files in GamepadUMGPlugin(newest-version).zip to the plugins directory into a folder called GamepadUMGPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\GamepadUMGPlugin"plugin files"

      6f. Navigate to \Your_Directory\Plugins and extract the files in PingPlugin(newest-version).zip to the plugins directory into a folder called PingPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\PingPlugin"plugin files"

      6g. Navigate to \Your_Directory\Plugins and extract the files in VaRest(newest-version).zip to the plugins directory into a folder called VaRest

      Plugins Directory Structure: \Your_Directory\Plugins\VaRest"plugin files"

      1. Open \CardinalMenu\Source\CardinalMenu.Target.cs and paste bUsesSteam = true; into your \Your_Directory\Source\YourProject.Target.cs like so:

      public class YourProjectTarget : TargetRules
      {
      public YourProjectTarget(TargetInfo Target)
      {
      Type = TargetType.Game;
      bUsesSteam = true;
      }

      1. Open \CardinalMenu\Source\CardinalMenu\CardinalMenu.Build.cs and paste the PublicDependencyModuleNames and PrivateDependencyModuleNames into your \Your_Directory\Source\YourProject\YourProject.Build.cs like so:
       PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore",  "AdvancedSessions", "OnlineSubsystem", "OnlineSubsystemUtils", "Networking", "Sockets", "OnlineSubsystemSteam", "OnlineSubsystemNull", "MoviePlayer" });
      

      NOTE: If UE4.14 or previous, add "MainMenuLib" to PublicDependencyModuleNames

        PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemSteam", "OnlineSubsystemNull" });
      
      1. Open \CardinalMenu\Config\DefaultEngine.ini and paste the following into your \Your_Directory\Config\DefaultEngine.ini as shown:

      [/Script/Engine.GameEngine]
      !NetDriverDefinitions=ClearArray
      +NetDriverDefinitions=>(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")

      [OnlineSubsystem]
      DefaultPlatformService=Steam
      PollingIntervalInMs=20
      bHasVoiceEnabled=false

      [OnlineSubsystemSteam]
      bEnabled=true
      SteamDevAppId=480
      GameServerQueryPort=27015
      bRelaunchInSteam=false
      GameVersion=1.0.0.0
      bVACEnabled=1
      bAllowP2PPacketRelay=true
      P2PConnectionTimeout=90

      [/Script/OnlineSubsystemSteam.SteamNetDriver]
      NetConnectionClassName="/Script/OnlineSubsystemSteam.SteamNetConnection"

      [Voice]
      bEnabled=false

      1. Right click on \Your_Directory\YourProject.uproject and select Generate Visual Studio project files.

      2. Open YourProject.sln, in Solution Explorer (typically located on the right) right click on Games and select Build.

      3. Execute cardinal.uproject and click Yes to Recompile Project Modules, if asked.
        0_1470810235398_rebuild.PNG

      4. Open Project Settings and select Maps and Modes. Set Game Default Map and Editor Startup Map to MainMenu. Set Default GameMode to ThirdPersonGameMode. Set the Game Instance Class to BP_GameInstance.

      5. Open the map MainMenu File -> Open Level at /Cardina/Mainmenu/Maps. Under the Blueprints button above the map make sure World Override is set to -> BP_MenuGameMode (should be set)

      15a. Enable The Web Browser Plugin at Edit -> Plugins -> Widgets -> Web Browser
      0_1470814419201_browser.PNG

      15b. UE4.14 or Previous Only Enable MainMenuLib Plugin at Edit -> Plugins -> Other -> MainMenuLib

      15c. Enable Loading Screen Plugin at Edit -> Plugins -> Loading -> Loading Screen

      15d. Enable Advanced Sessions Plugin at Edit -> Plugins -> Advanced Sessions Plugin -> Advanced Sessions

      15e. Enable Online Subsystem Steam Plugin at Edit -> Plugins -> Online Platform -> Online Subsystem Steam

      15f. Enable Gamepad UMG Plugin and Victory Plugin at Edit -> Plugins -> Installed -> Rama

      15g. Enable PingPlugin and Victory Plugin at Edit -> Plugins -> Network -> Ping

      15h. Enable VaRest Plugin and Victory Plugin at Edit -> Plugins -> Network -> VaRest

      1. Restart The Editor and click Yes to Recompile Project Modules, if asked.

      2. Set Up LoadingScreen by opening Edit -> Project Settings -> Game -> Loading Screen. Under Startup Screen Uncheck Auto Complete when Loading Completes, Check Movies are Skippable, Uncheck Wait For Manual Stop, Uncheck Show UIOverlay. Go to Movie Paths and add UE4Logo and MetahuskIntro to the array. Under Default Screen Check Auto Complete when Loading Completes, Check Movies are Skippable, Uncheck Wait For Manual Stop, Uncheck Show UIOverlay. Go to Movie Paths and add LoadingRed to the array.

      3. Navigate to the MainMenu Blueprints folder at \Cardinal\MainMenu\Blueprints
        0_1470810249459_enumerations.PNG

      4. Insert your GameModes into Enum_GameModes, list your available map names to Enum_Maps, and set your server host's preferred maximum number of players to Enum_NumberOfPlayers using the supplied pattern. For skipped number of player options, use the enumeration's integer. For the number of players option you'd like available, spell out the integer. For example: 0, 1, Three will leave a server with a maximum of "Three Players." (Please note the game modes and player limits are not implemented in the actual project. This is up to the end user to implement.)
        0_1470810298370_gamemodes.PNG
        0_1470810343718_maps.PNG
        0_1470810359503_players.PNG

      5. Enjoy 🙂
        NOTE: To utilize Steam, you must launch as a "Standalone Game" or utilize a packaged build both with Steam running.
        0_1470810240172_play.PNG

      :::

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion

      Getting Started By Downloading Or Cloning Project Files:

      (To read the directions, click the button below.)

      :::

      1. Create a Project Directory folder in your Unreal 4 Projects Directory.

      Example Structure: C:\Users\User\Documents\Unreal Projects\Directory_Name

      1. Download the project or Clone the development files to your Unreal 4 Projects Directory using your favorite mercurial client.

      Hg Repository URL: http://repositories.metahusk.com/menu.hg

      Common Mercurial Clients: SourceTree, TortoiseHG, or SmartGitHG

      1. Download and Install Microsoft's Visual Studio Community 2015 for Windows Desktop

      Visual Studio Community 2015

      4a. Navigate to \Your_Directory\Plugins and extract the files in VictoryPlugin(newest-version).zip to the plugins directory into a folder called VictoryPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\VictoryPlugin"plugin files"

      4b. ONLY UE4.14 and PREVIOUS: Navigate to \Your_Directory\Plugins and extract the files in MainMenuLib(newest-version).zip to the plugins directory into a folder called MainMenuLib

      Plugins Directory Structure: \Your_Directory\Plugins\MainMenuLib"plugin files"

      4c. Navigate to \Your_Directory\Plugins and extract the files in AdvancedSessions(newest-version).zip to the plugins directory into a folder called AdvancedSessions

      Plugins Directory Structure: \Your_Directory\Plugins\AdvancedSessions"plugin files"

      4d. Navigate to \Your_Directory\Plugins and extract the files in LoadingScreen-master(newest-version).zip to the plugins directory into a folder called LoadingScreen-master

      Plugins Directory Structure: \Your_Directory\Plugins\LoadingScreen-master"plugin files"

      4e. Navigate to \Your_Directory\Plugins and extract the files in GamepadUMGPlugin(newest-version).zip to the plugins directory into a folder called GamepadUMGPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\GamepadUMGPlugin"plugin files"

      4f. Navigate to \Your_Directory\Plugins and extract the files in PingPlugin(newest-version).zip to the plugins directory into a folder called PingPlugin

      Plugins Directory Structure: \Your_Directory\Plugins\PingPlugin"plugin files"

      4g. Navigate to \Your_Directory\Plugins and extract the files in VaRest(newest-version).zip to the plugins directory into a folder called VaRest

      Plugins Directory Structure: \Your_Directory\Plugins\VaRest"plugin files"

      1. Right Click on cardinal.uproject and click Generate Visual Studio project files.

      2. Execute cardinal.uproject and click Yes to Recompile Project Modules.
        0_1470810235398_rebuild.PNG

      3. Enable The Web Browser Plugin at Edit -> Plugins -> Widgets -> Web Browser
        0_1470814419201_browser.PNG

      4. Enjoy 🙂
        NOTE: To utilize Steam, you must launch as a "Standalone Game" or utilize a packaged build both with Steam running.
        0_1470810240172_play.PNG

      :::

      posted in General Discussion
      Thaddeus
      Thaddeus
    • Community Project | Cardinal Menu System Instructions, Help, and Discussion

      About:

      Here is the game menu from our game, Cardinal Fall, for use by the community.
      This project packages a combination of other community projects to create a single, easy to implement menu system.
      We will do our best to update the project with new engine releases.

      License:

      This Menu System is free to use under The MIT License. https://mit-license.org
      3rd Party Assets are discussed in the credits section below.
      More up to date information is available in the Readme.

      Screenshots:

      (To view screenshots, click the button below.)

      :::

      0_1470957328119_FriendsList.PNG
      0_1470957340083_HostGame.PNG
      0_1470957382025_ServerList.PNG

      :::

      Video:

      Youtube Video

      Features:

      • Server Browser (With Steam and LAN support)
      • Client Internet and LAN Hosting Menu
      • Steam Friends List With Avatars
      • Pervasive Graphics Settings
      • Player Control Mapping
      • Controller Support
      • Game Settings
      • Credits Page

      Download:

      Metahusk Downloads: Cardinal Menu

      Repository:

      Metahusk Repositories: Cardinal Menu

      Credits:

      Project Credits:
      Metahusk, mordentral, rama, Thaddeus Delude (parvan), The Tune Peddler, ZioYuri78, Nick Darnell

      Cardinal Menu:
      This project was put together by Metahusk using a collection of community content. Please credit everyone listed here and provide a link to our websites.
      (http://metahusk.com)

      Project Blueprints:
      This project’s blueprint files are released under the Creative Commons Attribution 4.0 International License. CC BY 4.0
      Please provide credit where credit is due. You must credit the following people listed below. You can find this information in the project’s readme.
      (https://creativecommons.org/licenses/by/4.0/)

      Main Menu by ZioYuri78:
      The basic menu framework is an adaptation of ZioYuri78’s ‘Main menu and in game menu with basic game, graphics, controls and audio settings.’
      (https://forums.unrealengine.com/showthread.php?103583-C-Blueprint-Main-menu-and-in-game-menu-with-basic-game-graphics-controls-and-audio-settings)

      Online Browser by mordentral:
      The online browser utilizes mordentral’s Advanced Sessions Plugin.
      (https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin)

      Rebindable Keys by rama:
      The key binding system utilizes Rama’s UMG Rebindable Key System, Rebind keys at Runtime.
      (https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!)

      Background Music by The Tune Peddler:
      The music used in this project is owned by The Tune Peddler. You do not have permission to use the project’s music without agreeing to the terms at The Tune Peddler’s website. As of July 2016, this includes a $5 a month subscription fee.
      (http://thetunepeddler.com/)

      LoadingScreen plugin by Nick Darnell:
      The LoadingScreen plugin was provided by Nick Darnell and was released under The MIT License.
      (https://github.com/ue4plugins/LoadingScreen)

      How To Help:

      Respond to this thread below with your ideas.
      If you have a bug fix, would like to contribute, or expand on this project, please say so.
      We will contact you and grant you commit privileges on the repository.

      How To Donate:

      Our organization is a IRS 501(c)(3) recognized tax exempt nonprofit.
      We will provide written (emailed) donor acknowledgment letters to those who donate $250 or more to our organization as required by the IRS. Our apologies to donors outside of the United States. We will not be able to provide you with any tax benefits for donating to our organization.

      Donation acknowledgment letters will include

      The corporate name and EIN of our organization
      The name of the donor as it appears on PayPal
      The date and ammount of the contribution
      A statement that our organization is a valid 501(c)(3) organization
      An affirmation that no goods or services were provided to the donor
      And information about how your donation was used

      Thank you,
      Donate Through Paypal Here

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Random Room Generation Ideas

      Below are pictures of the room generation system as it is today. It's working as expected! Thanks to Shaun Dunne http://.shaundunne.ie for help with room generation blueprints and Tim van Helsdingen http://www.timvanhelsdingen.com for the low poly Four Seasons asset pack.

      roomgeneration.jpg

      clouds.jpg

      spawn.JPG

      roomgenerationice.JPG

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Random Room Generation Ideas

      floating-island-in-the-clouds-18657-400x250.jpg

      Here is a picture of what the random rooms in the clouds could looks like. Of course anyone can design any idea though.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Random Room Generation Ideas

      room-generation.jpg

      Random room generation has been implemented.

      For now it is only 2d. There are 16 10k x 10k tiles which equals 1600m^2 or around 1mile^2. This can be modified by the server.

      Spawns are randomly generated near one of the four corners.

      We need to make some basic rooms! Right now they are placeholder path blueprints.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Random Room Generation Ideas

      Here is a nice guide on UE4's dimensions.

      http://www.worldofleveldesign.com/categories/ue4/ue4-guide-to-scale-dimensions.php

      posted in General Discussion
      Thaddeus
      Thaddeus
    • RE: Random Room Generation Ideas

      Awesome write-up. This will be a lot of fun, both to develop and play! Once we get the basic weapon done, score system, and random room generation working we will be able to do an early alpha release. I think we will get some attention at that point being an all blueprints project.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • Metahusk Community Forum Rules

      We have a simple set of rules for the forums.

      • Vent negativity elsewhere.
      • Utilize constructive criticism.
      • Play nice with others.

      If you are causing a problem on the forums one of the moderators will send you a message about the issue. If you continue to cause problems we will ban your account.

      We are not here to police politically incorrect content.

      If any content you post violates the laws of any country, we will delete your post and ban your account. Le us know if a post violates a law of some country and we aren't aware of it.

      If you have an issue with another user or someone else's content, please feel free to private message a moderator. If you don't get a reply, then message a different moderator.

      posted in General Discussion
      Thaddeus
      Thaddeus
    • Join Our Team | How The Development Process Works and How Can I help?

      How Does It work?

      We are developing a cooperative project management system. It can be thought of as a living process which will adapt to changes and new ideas over time. We utilize a system of Work Packages which exist in our web project management system. These work packages are the building blocks of the development process.

      Every work packages has stages of evolution which they go through. These are the Stages of Development. For example, a new work package begins its life as a Suggested Work Package. Eventually it will mature through different phases of development until it reaches the stage of a Released Work Package. We explain these stages further down in this document.

      Every idea, asset, program, and so on take their first and last breath of life as a Work Package. The life cycle of these work packages are manipulated by different roles community members play. These roles are listed below.

      Six different levels of participation.

      There are many different ways you can be involved with our project and the development process. Below we listed the six different types of participants.

      Community Members
      Community Members are the most important members of the project. They are the ones who participate in our forums, try out new releases, and tell their friends about us. Without Community Members our project would be a lot less rewarding.

      Moderators
      Moderators manage the community and make sure everything is running smoothly. They do things like police the forums, answer emails, post news updates, and conduct general public relation duties which arise over time.

      Administrators
      Administrators makes sure the back end infrastructure is working as it should. These community members maintain things like the servers which host the content, manage communication systems such as our email, and maintain the software packages which run things like this forum.

      Contributors
      Contributors create the content for the project. In order to be considered a contributor one must have Submitted at least one Accepted Work Package or be in the process of Developing a Work Package. If you meet this criteria you are considered a Contributor and will be included in the Project Developer Credits. Please contact an Organizer so they may update your credentials within the system.

      Committers
      A Committer is a community member which the Organizers have granted Git Push and Project Management privileges to. These Committers are the Contributors which have completed enough work packages to be considered serious developers of the project. The amount of work required to become a Committer varies. Generally, Organizers notice which Contributors work the most and will ask them if they would like to become a Committer. At this point they are trusted with the ability to Push content to the Git Repository and manage more of the day to day tasks.

      Organizers
      Organizers guide the direction of the project. They have access to our project planning system and use it to set goals, objectives, and write design documents. The organizers are the dedicated community members which have the largest sway in the direction of the project. These members have a proven track record and have helped immensely with accomplishing project milestones and completing the necessary tasks to keep the project running smoothly. Organizers exemplify both dedication and professionalism and will make or break the success of the project. If you are interested in becoming an Organizer we suggest you write many well thought out Suggested Work Packages and participate heavily in the development process. We notice the community members with the vision and clarity necessary to be an Organizer. Great gameplay ideas are common. The vision to make those ideas reality and the pragmatism to keep the vision attainable is rare. Organizing is not as much fun as it seems and may feel more like a day job than a hobby.

      Work Packages

      Work Packages: What are they?

      Work Packages are the building blocks of the development process. They are the single units which function in the game. For example, here are some Work Packages: a gameplay idea such as capture the flag, a set of footstep sounds on metal, a simple med kit mesh, a brick wall texture, a working turret mesh with material sounds and animations, a blueprint, a C++ plugin, a new weapon mesh, a drone character for tablet users, and so on. Anyone is welcome to submit a Suggested Work Package. Below is the basic framework of how this process works.

      Work Packages: Stages of Development

      Work packages will go through various stages of development during their lifetimes. Many work packages will never make it past the category of Suggested and few will make it all the way to the Released status. We define each stage of development below.

      Suggested
      Suggested Work Packages are Work Packages which a community member has submitted to our project page which indicates an idea for a feature or asset. Any community member can suggest a Work Package. Organizers follow the Suggested Work Packages and decide if they will be accepted or not. Suggested Work Packages are discussed and the organizers encourage a vibrant debate over suggestions.

      For information on how to Suggest a Work Package, see "I Have an Idea. How Do I Suggest it?"

      Accepted
      Accepted Work Packages are the Work Packages which are given a green light to be worked on. These Work Packages have entered their initial development phases and serious brainstorming has begun. If the Work Package is critical, a community member may be Assigned to the Package. Assigned Work Packages are frequently Scheduled with a Target Date as well.

      Assigned
      Assigned means the task of completing a Work Package has been given to a specific person or group of persons. This makes the Work Package much more likely to be completed and also indicates that the package is more critical to the project as compared to others.

      Scheduled
      Scheduled Work Packages are the packages which need to be completed by a certain date to work within the planned development of the project. These packages are critical and are required for a specific release or targeted goal. They will be given a Target Date.

      Developing
      Developing means that the Work Package is currently being worked on. This means the assigned person or group is actively working on the package and are in communication with other members of the project about the development of the package.

      Submitted
      Submitted means the Work Package has finished development and has been Submitted to the organizers for review. The organizers will evaluate the Work Package and decide if the package meets the Specifications of the Work Package and if it satisfies the project's goals. If it doesn't meet the Specification of the Work Package it will be marked as Returned and the Developer(s) will be given a reason and suggestions on how to fix the issue(s). If the Work Package meets the Standards of Quality and satisfies the Specifications, then the Work Package will be marked as Endorsed. Endorsed means the Work Package will make it into the game on a future build as a Released Work Package.

      Testing
      Tested means the package is being put through functionality tests. Organizers will test the package for functionality. From here the Work Package is either Returned to the Developer or is Endorsed as a Work Package waiting to be Released.

      Returned
      Returned means the Work Package was sent back to the Developer(s) to make further changes or improvements before the package is Endorsed. The reasons the Work Package was marked as Returned will be noted and suggestions will be made to the Developer(s) on what needs to be changed.

      Endorsed
      Endorsed Work Packages are the packages which have met the Standards of Quality and satisfies the Specifications of the Work Package. The Endorsed packages will be implemented into a future Release of the project.

      Released
      Released means that the Work Package has made it into a working build of the project. The first version number where the package was Released will be indicated.

      Update
      Any changes, modifications, or updates to a Released Work Package will be indicated as an Update and the changes will be noted within the Work Package.

      Types of Work Packages

      Each Work Package is categorized under a Work Package Type. These types reflect what kind of asset the work package is. For example, a reload sound would go under the Work Package Type "Audio." If the Work Package doesn't fit into any Type then it would would placed under "Other."

      Animation | Asset | Audio | Blueprint | Bugfix | Code | Feature | Gameplay | Map | Material | Mesh | Effect | Writing | Other

      I Have an Idea. How Do I Suggest it?

      To suggest a work package, simply head to http://projects.metahusk.com, register an account, open the page for the project you are interested in, select Work Packages in the project's menu, then select + Work Packages located on the top right. Select the type of work package you are suggesting, name the work package's subject and write a description explaining the suggested work package. You are welcome to attach any files, graphics, or documents which help further explain your suggested work package.

      To further increase the chances of Acceptance, please make sure your Suggested Work Package's subject and description are as concise, clear, and well written as possible. Vague and or unclear Suggestions are unlikely to be Accepted, Developed, and Released.

      If you Suggest a Work Package which is Accepted you are welcome to contact an Admin or Organizer asking for Contributor Status.

      So How Do I Start Developing?

      Anyone is welcome to start Developing any Accepted Work Package. If you start Developing a Work Package, please make a note on the package and include a screenshots of your progress. An organizer will upgrade your account to Contributor status and make you the Assignee for that Work Package. The Work Package will be marked as Developing.

      Depending on the type of Work Package, you may also be designated as Responsible for the package and a Due Date may be assigned. You are responsible for updating the notes, the percentage done, and the estimated time. When you complete the Work Package you should upload the file to the package page and mark the Status as Submitted and set the Percentage Done to 100%. Uploaded work packages need to follow the upload guidelines.

      One of the organizers will mark the Status as Testing and test the submitted work package. In the testing process the team will decide if the package is Endorsed or Returned for further work. If it is Returned the Organizers will say why and suggest remedies.

      When a Work Package is Endorsed it means it awaits inclusion in a Release. When the Work Package is released it will be marked accordingly. If the Work Package needs updating at any point then the Work Package will be marked as Update.

      Work Packages Upload Process

      Please follow these guidelines when you complete the development of a Work Package and are ready to submit it to the project management system.

      • Work package files must be compressed into a zip or similar format.
      • For the final release a naming convention should be used such as - Package Name v1.0.0
      • Any changes to a Returned Work Package should follow a similar naming convention such as - Package Name v1.0.2
      • Please include the working formats you used for developing the work package such as photoshop psd's and so on.
      • If documentation is required to make sense of your work package then please include the necessary documentation in the file.
      • A markdown credits.md file must be included. If you adapted someone else's work it must be noted and the credits must be properly attributed.
      • If your work is derived from someone else's work then update the Attributed Credits in the projects Attributed Credits wiki page at http://projects.metahusk.com

      Credits: How Do They Work?

      Everyone who participates is welcome to enter their name in the project credits wiki page.

      Project Credits
      To enter your name on the Project Credits Wiki Page you must open an account at http://projects.metahusk.com. After you open an account navigate to the project's page and select Documentation on the left and click on Project Credits. At the top right of the page select Edit. Enter your name organized alphabetically by the last name. Anyone in the community can add their name to the project credits.

      Developer Credits
      Developer Credits are reserved for those who Suggest an Accepted Work Package or who Develop assets for the project. The names on the Developer Credits are maintained by the Organizer, Committer, and Contributor lists on the project's development page at http://projects.metahusk.com

      Attributed Credits
      Any works a developer derives from another's work for a project must be credited in the Attributed Credits section. It is very important we properly mention the names of those we derive work from. An Attributed Credits wiki page can be found on the project's page. The wiki page has more information on the specific requirements.

      Copyright Violations: please report disputes over copyright violations at disputes@metahusk.com

      posted in General Discussion
      Thaddeus
      Thaddeus
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