Modifying Starting Map or Number of Players
- Navigate to the MainMenu Blueprints folder at \Cardinal\MainMenu\Blueprints
- 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:
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:
Input.ini Default Windows Bindings:
(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.