[Community Project] Cardinal Menu System | Instructions And Help
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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
@Thaddeus-Delude
Thank you for the help
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@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.
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@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.
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@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.
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@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.
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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.
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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.
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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.
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@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.
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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.