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[Community Project] Cardinal Menu System | Instructions And Help

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  • ? Guest

    @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

    ? This user is from outside of this forum
    ? This user is from outside of this forum
    Dasca
    wrote on last edited by
    #33

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

    1 Reply Last reply
    0
    • ? Guest

      @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

      ? This user is from outside of this forum
      ? This user is from outside of this forum
      Dasca
      wrote on last edited by
      #34

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

      1 Reply Last reply
      0
      • ParvanP Offline
        ParvanP Offline
        Parvan
        First Cohort Moderator Sherpa
        wrote on last edited by
        #35

        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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        0
        • ParvanP Offline
          ParvanP Offline
          Parvan
          First Cohort Moderator Sherpa
          wrote on last edited by
          #36

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

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          • ? This user is from outside of this forum
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            Guest
            wrote on last edited by
            #37

            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

            ParvanP 1 Reply Last reply
            0
            • ParvanP Offline
              ParvanP Offline
              Parvan
              First Cohort Moderator Sherpa
              wrote on last edited by Parvan
              #38

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

              1 Reply Last reply
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              • ? Guest

                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

                ParvanP Offline
                ParvanP Offline
                Parvan
                First Cohort Moderator Sherpa
                wrote on last edited by Parvan
                #39

                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.

                1 Reply Last reply
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                • ? This user is from outside of this forum
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                  Zeroneus
                  wrote on last edited by
                  #40

                  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
                  0
                  • ? This user is from outside of this forum
                    ? This user is from outside of this forum
                    Zeroneus
                    wrote on last edited by
                    #41

                    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

                    ParvanP 1 Reply Last reply
                    0
                    • ? Guest

                      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

                      ParvanP Offline
                      ParvanP Offline
                      Parvan
                      First Cohort Moderator Sherpa
                      wrote on last edited by Parvan
                      #42

                      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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                      0
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                        Guest
                        wrote on last edited by
                        #43

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

                        ParvanP 3 Replies Last reply
                        0
                        • ParvanP Parvan

                          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.

                          ? This user is from outside of this forum
                          ? This user is from outside of this forum
                          Zeroneus
                          wrote on last edited by
                          #44

                          @Thaddeus-Delude

                          Where are the default inputs ? not in DefaultInput it seems

                          1 Reply Last reply
                          0
                          • ParvanP Parvan

                            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.

                            ? This user is from outside of this forum
                            ? This user is from outside of this forum
                            Zeroneus
                            wrote on last edited by
                            #45

                            @Thaddeus-Delude

                            Where are the default inputs ? not in DefaultInput it seems

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                            • ? Guest

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

                              ParvanP Offline
                              ParvanP Offline
                              Parvan
                              First Cohort Moderator Sherpa
                              wrote on last edited by
                              #46

                              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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                              • ? Guest

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

                                ParvanP Offline
                                ParvanP Offline
                                Parvan
                                First Cohort Moderator Sherpa
                                wrote on last edited by
                                #47

                                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.

                                ? 1 Reply Last reply
                                0
                                • ParvanP Parvan

                                  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.

                                  ? This user is from outside of this forum
                                  ? This user is from outside of this forum
                                  Guest
                                  wrote on last edited by
                                  #48

                                  @Thaddeus-Delude

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

                                  Not very useful :s

                                  ParvanP 1 Reply Last reply
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                                  • ? Guest

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

                                    ParvanP Offline
                                    ParvanP Offline
                                    Parvan
                                    First Cohort Moderator Sherpa
                                    wrote on last edited by
                                    #49

                                    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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                                    • ? Guest

                                      @Thaddeus-Delude

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

                                      Not very useful :s

                                      ParvanP Offline
                                      ParvanP Offline
                                      Parvan
                                      First Cohort Moderator Sherpa
                                      wrote on last edited by Parvan
                                      #50

                                      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

                                      ? 1 Reply Last reply
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                                      • ParvanP Parvan

                                        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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                                        ? This user is from outside of this forum
                                        Guest
                                        wrote on last edited by
                                        #51

                                        @Thaddeus-Delude

                                        Thank you for the help

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                                          like3727
                                          wrote on last edited by
                                          #52

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

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