Skip to content
  • Forum's Homepage
  • Metahusk's Homepage
  • Mercurial Repositories
  • Git Repositories
  • Recent
  • Popular
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Metahusk Loco

[Community Project] Cardinal Menu System | Instructions And Help

Scheduled Pinned Locked Moved Metahusk's Community Forums
208 Posts 10 Posters 284.7k Views 5 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • ? Guest

    Hi, I logged in to your site, both with Chrome and Firefox, but if I click on the spoiler image, it will not show me anything. Both Chrome and Firefox are updated.
    Greetings
    Alex Caponetto

    Buongiorno, ho eseguito l'accesso al vostro sito, sia con Chrome che Firefox, ma se clicco sull'immagine degli spoiler, non mi visualizza niente. Sia Chrome che Firefox sono aggiornati.

    ParvanP Offline
    ParvanP Offline
    Parvan
    First Cohort Moderator Sherpa
    wrote on last edited by Parvan
    #164

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

    Hi, I logged in to your site, both with Chrome and Firefox, but if I click on the spoiler image, it will not show me anything. Both Chrome and Firefox are updated.
    Greetings
    Alex Caponetto

    Buongiorno, ho eseguito l'accesso al vostro sito, sia con Chrome che Firefox, ma se clicco sull'immagine degli spoiler, non mi visualizza niente. Sia Chrome che Firefox sono aggiornati.

    Sorry, we are having issues with php on our host. I've been working to resolve them. I hope to have it resolved soon.

    Edit: The main website at metahusk.com is experiencing random 500 errors due to php problems. I was incorrect saying that the php problems were related to the forums at community.metahusk.com. They are hosted on different servers.

    To solve your issue, I disabled the spoilers. I thought I had fixed the issue as I no longer see that problem on my end on Chrome or Firefox but apparently it is not resolved.

    Thanks for reporting it.

    1 Reply Last reply
    0
    • ParvanP Offline
      ParvanP Offline
      Parvan
      First Cohort Moderator Sherpa
      wrote on last edited by
      #165

      I noticed a bug with the source build of Unreal Engine version 4.21.0 that stops Steam clients from joining a server due to a false "out of date client" error. Using the launcher version of the engine does not have this issue. I think it may be a problem in 4.20 as well but I haven't confirmed it.

      1 Reply Last reply
      0
      • ParvanP Offline
        ParvanP Offline
        Parvan
        First Cohort Moderator Sherpa
        wrote on last edited by
        #166

        The project has been released for Unreal Engine 4.21 today.

        Let us know if you find any bugs.

        Download it here:ย https://metahusk.com/cardinal-menu/

        1 Reply Last reply
        0
        • ? This user is from outside of this forum
          ? This user is from outside of this forum
          LaMite
          wrote on last edited by
          #167

          Hi , i am on 4.21.1 and i can't Build
          Error : CardinalMenu could not be compiled. Try rebuilding from source manually

          ? 1 Reply Last reply
          0
          • ? Guest

            Hi , i am on 4.21.1 and i can't Build
            Error : CardinalMenu could not be compiled. Try rebuilding from source manually

            ? This user is from outside of this forum
            ? This user is from outside of this forum
            LaMite
            wrote on last edited by
            #168

            My bad i have DL 4.20.

            The project work, perfect !

            thx you for your work ๐Ÿ™‚

            ParvanP 1 Reply Last reply
            0
            • ? Guest

              My bad i have DL 4.20.

              The project work, perfect !

              thx you for your work ๐Ÿ™‚

              ParvanP Offline
              ParvanP Offline
              Parvan
              First Cohort Moderator Sherpa
              wrote on last edited by
              #169

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

              My bad i have DL 4.20.

              The project work, perfect !

              thx you for your work ๐Ÿ™‚

              Thanks for getting back to us. Goodluck with your project.

              1 Reply Last reply
              0
              • ? This user is from outside of this forum
                ? This user is from outside of this forum
                Guest
                wrote on last edited by
                #170

                Can somebody please help to get this working. I have all the plugins extracted to the correct directory, I have generated the VS project files using VS community 2015 which is installed using the custom menu and making sure VS C++ is ticked but when i goto open it asks me first to install missing modules (which i'm aware is fine) then i get a messag saying "cardinalmenu could not be compiled. Try Rebuilding from source manually" please can somebody help me, i took the day off work to try and get this up and running but i can get over the first hurdle. lol

                I've also tried using VS 2017 now and still have the same problem.

                Heres the error log from VS if it helps:

                1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
                1>Cleaning CardinalMenuEditor Binaries...
                1>Creating makefile for CardinalMenuEditor (no existing makefile)
                1>Performing full C++ include scan (no include cache file)
                1>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
                1>UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'NvCloth' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
                1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
                1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073: The command "D:\Games\UE4\UE_4.21\Engine\Build\BatchFiles\Rebuild.bat CardinalMenuEditor Win64 Development "C:\Users\Bone\Desktop\CardinalMenu_Project_v181120_421\CardinalMenu_Project_v181120_421\CardinalMenu.uproject" -WaitMutex -FromMsBuild" exited with code -1.
                1>Done building project "CardinalMenu.vcxproj" -- FAILED.
                ========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========

                ParvanP 1 Reply Last reply
                0
                • ? Guest

                  Can somebody please help to get this working. I have all the plugins extracted to the correct directory, I have generated the VS project files using VS community 2015 which is installed using the custom menu and making sure VS C++ is ticked but when i goto open it asks me first to install missing modules (which i'm aware is fine) then i get a messag saying "cardinalmenu could not be compiled. Try Rebuilding from source manually" please can somebody help me, i took the day off work to try and get this up and running but i can get over the first hurdle. lol

                  I've also tried using VS 2017 now and still have the same problem.

                  Heres the error log from VS if it helps:

                  1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
                  1>Cleaning CardinalMenuEditor Binaries...
                  1>Creating makefile for CardinalMenuEditor (no existing makefile)
                  1>Performing full C++ include scan (no include cache file)
                  1>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
                  1>UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'NvCloth' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
                  1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
                  1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073: The command "D:\Games\UE4\UE_4.21\Engine\Build\BatchFiles\Rebuild.bat CardinalMenuEditor Win64 Development "C:\Users\Bone\Desktop\CardinalMenu_Project_v181120_421\CardinalMenu_Project_v181120_421\CardinalMenu.uproject" -WaitMutex -FromMsBuild" exited with code -1.
                  1>Done building project "CardinalMenu.vcxproj" -- FAILED.
                  ========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========

                  ParvanP Offline
                  ParvanP Offline
                  Parvan
                  First Cohort Moderator Sherpa
                  wrote on last edited by
                  #171

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

                  Can somebody please help to get this working. I have all the plugins extracted to the correct directory, I have generated the VS project files using VS community 2015 which is installed using the custom menu and making sure VS C++ is ticked but when i goto open it asks me first to install missing modules (which i'm aware is fine) then i get a messag saying "cardinalmenu could not be compiled. Try Rebuilding from source manually" please can somebody help me, i took the day off work to try and get this up and running but i can get over the first hurdle. lol

                  I've also tried using VS 2017 now and still have the same problem.

                  Heres the error log from VS if it helps:

                  1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
                  1>Cleaning CardinalMenuEditor Binaries...
                  1>Creating makefile for CardinalMenuEditor (no existing makefile)
                  1>Performing full C++ include scan (no include cache file)
                  1>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
                  1>UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'NvCloth' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
                  1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
                  1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073: The command "D:\Games\UE4\UE_4.21\Engine\Build\BatchFiles\Rebuild.bat CardinalMenuEditor Win64 Development "C:\Users\Bone\Desktop\CardinalMenu_Project_v181120_421\CardinalMenu_Project_v181120_421\CardinalMenu.uproject" -WaitMutex -FromMsBuild" exited with code -1.
                  1>Done building project "CardinalMenu.vcxproj" -- FAILED.
                  ========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========

                  I'm assuming you're the one who had problems with this and posted in the forums? If so, I'm glad you were able to figure it out by trying a different machine.

                  1 Reply Last reply
                  0
                  • D Offline
                    D Offline
                    Dean
                    wrote on last edited by
                    #172

                    HI,

                    As usual, I'm late to the party and have only just discovered this gem. I have two questions:

                    1. Is it still under active development?
                    2. Do you plan to release a version for 4.22?

                    Thanks

                    ParvanP 1 Reply Last reply
                    0
                    • D Dean

                      HI,

                      As usual, I'm late to the party and have only just discovered this gem. I have two questions:

                      1. Is it still under active development?
                      2. Do you plan to release a version for 4.22?

                      Thanks

                      ParvanP Offline
                      ParvanP Offline
                      Parvan
                      First Cohort Moderator Sherpa
                      wrote on last edited by
                      #173

                      @dean Yeah, we plan on developing further but the project has been on standby until Epic releases their new online sessions stuff. We don't want to re-invent the wheel if something big changes with the engine. Upgrading to the next engine versions should be fairly easy. You might have to download each plugin individually though. The gamepad plugin is having issues, though.

                      D 1 Reply Last reply
                      0
                      • ParvanP Parvan

                        @dean Yeah, we plan on developing further but the project has been on standby until Epic releases their new online sessions stuff. We don't want to re-invent the wheel if something big changes with the engine. Upgrading to the next engine versions should be fairly easy. You might have to download each plugin individually though. The gamepad plugin is having issues, though.

                        D Offline
                        D Offline
                        Dean
                        wrote on last edited by
                        #174

                        @thaddeus Thanks. I look forward to seeing where you take this very cool initiative.

                        1 Reply Last reply
                        0
                        • ? This user is from outside of this forum
                          ? This user is from outside of this forum
                          Guest
                          wrote on last edited by
                          #175

                          Has anyone used this with a dedicated server. I would like to have this menu setup, but I would like to run a dedicated server and not hosted servers

                          ParvanP 1 Reply Last reply
                          0
                          • ? Guest

                            Has anyone used this with a dedicated server. I would like to have this menu setup, but I would like to run a dedicated server and not hosted servers

                            ParvanP Offline
                            ParvanP Offline
                            Parvan
                            First Cohort Moderator Sherpa
                            wrote on last edited by
                            #176

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

                            Has anyone used this with a dedicated server. I would like to have this menu setup, but I would like to run a dedicated server and not hosted servers

                            Yes, I've heard back from a few people who have modified this project to use dedicated servers. We have been waiting for Epic to further develop their new online sessions system. I think they are targeting the end of the year but it seems like they are making slow progress on its release.

                            1 Reply Last reply
                            0
                            • ? This user is from outside of this forum
                              ? This user is from outside of this forum
                              Guest
                              wrote on last edited by
                              #177

                              Hello, Iยดm testing the project in unreal 4.21 with two diferent steam accounts and network connections. Iยดve always got the same problem the ping is "-". In addition, If I' tried to get the real ping. I mean removing login in the ping plugin widget, I have always a 9999 ping. Somebody has the same problem?, How can I get the right ping?. By the way, thank metahusk for this template.

                              1 Reply Last reply
                              0
                              • ParvanP Offline
                                ParvanP Offline
                                Parvan
                                First Cohort Moderator Sherpa
                                wrote on last edited by
                                #178

                                The 9999 ping is because Epic only has it working for dedicated servers. Also, the ping plugin has been having issues on some setups and that's why it throws a "-" or a "?". Sometimes after a while the actual ping will show up. I think they are firewall issues. I know some Wireless Access Points will block the ping traffic along with some local and network firewalls. The ping plugin is simple and doesn't have a way to open ports automatically. Using it on a VPS linux machine to host, I haven't had issues. But I haven't used wireshark or anything to try and discover why some Windows machines are having issues. The ping plugin has gone out of support with the original developer. They are using a much older version of UE4 with their project. Personally, I've been waiting for Epic's new online framework to investigate further. If you figure out how to get it to work on your setup, tell us what was blocking the ping and what you did to get it to work?

                                1 Reply Last reply
                                0
                                • I Offline
                                  I Offline
                                  ITACHI
                                  wrote on last edited by
                                  #179

                                  Is there a way I can change the character to my own without breaking the whole thing?

                                  ParvanP 1 Reply Last reply
                                  0
                                  • H Offline
                                    H Offline
                                    hancuk
                                    wrote on last edited by
                                    #180
                                    This post is deleted!
                                    1 Reply Last reply
                                    0
                                    • I ITACHI

                                      Is there a way I can change the character to my own without breaking the whole thing?

                                      ParvanP Offline
                                      ParvanP Offline
                                      Parvan
                                      First Cohort Moderator Sherpa
                                      wrote on last edited by
                                      #181

                                      @itachi said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                                      Is there a way I can change the character to my own without breaking the whole thing?

                                      Yes, it works similarly to any free project out there. The character is just spawned server side in a blueprint. The "multiplayer" side of the game isn't anything special. You just have to find all references to the character being spawned and change them.

                                      ThirdPersonExample contains the example "game" blueprints. Off the top of my head, ThirdPersonGameMode set the default Pawn Class and Controller Class. They load ThirdPersonCharacter and ThirdPersonPlayerController.

                                      For a multiplayer game, you'd have to design all the multiplayer logic like how the server decides to spawn your players and so on.

                                      1 Reply Last reply
                                      0
                                      • I Offline
                                        I Offline
                                        ITACHI
                                        wrote on last edited by
                                        #182

                                        I've been trying to completely recreate the project in unreal engine 4.23 but I'm having a problem with the Enum_Maps it in game instead of showing with the names it show 0 1 2 do you know what the problem could be?

                                        ParvanP 1 Reply Last reply
                                        0
                                        • I ITACHI

                                          I've been trying to completely recreate the project in unreal engine 4.23 but I'm having a problem with the Enum_Maps it in game instead of showing with the names it show 0 1 2 do you know what the problem could be?

                                          ParvanP Offline
                                          ParvanP Offline
                                          Parvan
                                          First Cohort Moderator Sherpa
                                          wrote on last edited by Parvan
                                          #183

                                          @itachi said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                                          I've been trying to completely recreate the project in unreal engine 4.23 but I'm having a problem with the Enum_Maps it in game instead of showing with the names it show 0 1 2 do you know what the problem could be?

                                          It sounds like a bug with migration between the engine versions. Maybe recreating the blueprint will help? Or dropping the node that calls the enums again. I've seen various bugs like this in the past. I was hoping Epic would get their new online framework released but they recently announced they delayed it. That's why this project is on standby.

                                          I 1 Reply Last reply
                                          0
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Forum's Homepage
                                          • Metahusk's Homepage
                                          • Mercurial Repositories
                                          • Git Repositories
                                          • Recent
                                          • Popular
                                          • Groups