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

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    • ?
      PEPITO @Thaddeus
      last edited by

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

      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

      You do not hope. YOU SAVE a lot of time of all people want use your project for prototyping game or something like that. For my mind since i played with ue4 i have seen many community helper giving some tuto you know complete solution to start with and this is very good because when you are indie or even student this type of project i guess "Cardinal Menu" is a gold mine and this can increase significantly your power!
      I just want to say something last one for people looking for solide base fundation for starting game or any other. this is a MUST USE in his category.
      Peace

      ? 2 Replies Last reply Reply Quote 0
      • ?
        Dasca @Guest
        last edited by

        Pepito is right, never seen even a package like this.
        FIVE STARS TO ALL THE MEMBERS!!!!

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        • ?
          Dasca @Guest
          last edited by

          Pepito is right, never seen even a package like this.
          FIVE STARS TO ALL THE MEMBERS!!!!

          1 Reply Last reply Reply Quote 0
          • ThaddeusT
            Thaddeus
            last edited by

            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.

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            • ThaddeusT
              Thaddeus
              last edited by

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

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              • ?
                Guest
                last edited by

                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

                ThaddeusT 1 Reply Last reply Reply Quote 0
                • ThaddeusT
                  Thaddeus
                  last edited by Thaddeus

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

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                  • ThaddeusT
                    Thaddeus @Guest
                    last edited by Thaddeus

                    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.

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                    • ?
                      Zeroneus
                      last edited by

                      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

                      1 Reply Last reply Reply Quote 0
                      • ?
                        Zeroneus
                        last edited by

                        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

                        ThaddeusT 1 Reply Last reply Reply Quote 0
                        • ThaddeusT
                          Thaddeus @Guest
                          last edited by Thaddeus

                          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.

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                          • ?
                            Guest
                            last edited by

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

                            ThaddeusT 3 Replies Last reply Reply Quote 0
                            • ?
                              Zeroneus @Thaddeus
                              last edited by

                              @Thaddeus-Delude

                              Where are the default inputs ? not in DefaultInput it seems

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                              • ?
                                Zeroneus @Thaddeus
                                last edited by

                                @Thaddeus-Delude

                                Where are the default inputs ? not in DefaultInput it seems

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                                • ThaddeusT
                                  Thaddeus @Guest
                                  last edited by

                                  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!

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                                  • ThaddeusT
                                    Thaddeus @Guest
                                    last edited by

                                    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.

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                                    • ?
                                      Guest @Thaddeus
                                      last edited by

                                      @Thaddeus-Delude

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

                                      Not very useful :s

                                      ThaddeusT 1 Reply Last reply Reply Quote 0
                                      • ThaddeusT
                                        Thaddeus @Guest
                                        last edited by

                                        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.

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                                        • ThaddeusT
                                          Thaddeus @Guest
                                          last edited by Thaddeus

                                          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

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                                          • ?
                                            Guest @Thaddeus
                                            last edited by

                                            @Thaddeus-Delude

                                            Thank you for the help

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