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