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Metahusk Loco

[Community Project] Cardinal Menu System | Instructions And Help

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  • ? 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 🙂

    ParvanP 1 Reply Last reply
    0
    • ? Guest

      My bad i have DL 4.20.

      The project work, perfect !

      thx you for your work 🙂

      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 🙂

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

      1 Reply Last reply
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      • ? 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, I´m testing the project in unreal 4.21 with two diferent steam accounts and network connections. I´ve 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
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                          • H Offline
                            H Offline
                            hancuk
                            wrote on last edited by
                            #180
                            This post is deleted!
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                            • 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
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                              • 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
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                                • 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
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                                  • ParvanP Parvan

                                    @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 Offline
                                    I Offline
                                    ITACHI
                                    wrote on last edited by
                                    #184

                                    @thaddeus I deleted my ones and migrated over the ones from the 4.21 version and that seemed to fix it. I'm not exactly sure what was causing the problem.

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                                    • I Offline
                                      I Offline
                                      ITACHI
                                      wrote on last edited by
                                      #185

                                      I'm having another issue now where the character loads into the world but you can't control it at all.

                                      ParvanP 1 Reply Last reply
                                      0
                                      • I ITACHI

                                        I'm having another issue now where the character loads into the world but you can't control it at all.

                                        ParvanP Offline
                                        ParvanP Offline
                                        Parvan
                                        First Cohort Moderator Sherpa
                                        wrote on last edited by Parvan
                                        #186

                                        @itachi 4.23.0 probably has bugs that need to be fixed with its first patch. Generally I try to wait until at least the x.x.1 release or further depending on how many new features they put in place. I've noticed development of the engine and community participation has slowed a lot over the past couple years. I wouldn't be surprised if there's still some weird bugs that can be difficult to sort out until some of the very experienced or big projects come across it.

                                        I think they changed the method player controller takes control of a character. I remember someone posting about that. I'm not quite sure what they changed. In my experience, replacing the nodes sometimes works. Other times the whole method of client or server side controller stuff needs to be reworked. Usually it just takes a bit of tinkering. Luckily this part of the menu system is very basic and really just there as an example. Most of this project's work is in the UMG and online sessions part.

                                        It could also be the UMG Controller plugin. So many people have been having problems with it, that I'm considering removing the plugin. I'm not sure if anyone knows how to fix it. A quick glance at the plugin's forum page will show you the various issues people report. Personally, it's always worked for me but people are reporting problems. I've not tested it further outside of my own personal setup. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/58523-gamepad-friendly-umg-~-control-cursor-with-gamepad-analog-stick-easily-click-buttons

                                        For example, like maybe 10 versions ago they changed some stuff with physics and I had one heck of a problem getting physics actors to ragdoll again without weird problems. I had to completely rework how I did that. My guess it probably just needs the node replaced possibly.

                                        Thank you for going through this and seeing what things are the hangups on this release. I've been waiting (I guess fuitlessly) for the new online framework to come out since I don't want to re-invent the wheel. But I guess it won't come out till next year now. I thought it'd be out in July 2019.

                                        Goodluck with your project! Sorry I can't be of too much help.

                                        I 2 Replies Last reply
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                                        • ParvanP Parvan

                                          @itachi 4.23.0 probably has bugs that need to be fixed with its first patch. Generally I try to wait until at least the x.x.1 release or further depending on how many new features they put in place. I've noticed development of the engine and community participation has slowed a lot over the past couple years. I wouldn't be surprised if there's still some weird bugs that can be difficult to sort out until some of the very experienced or big projects come across it.

                                          I think they changed the method player controller takes control of a character. I remember someone posting about that. I'm not quite sure what they changed. In my experience, replacing the nodes sometimes works. Other times the whole method of client or server side controller stuff needs to be reworked. Usually it just takes a bit of tinkering. Luckily this part of the menu system is very basic and really just there as an example. Most of this project's work is in the UMG and online sessions part.

                                          It could also be the UMG Controller plugin. So many people have been having problems with it, that I'm considering removing the plugin. I'm not sure if anyone knows how to fix it. A quick glance at the plugin's forum page will show you the various issues people report. Personally, it's always worked for me but people are reporting problems. I've not tested it further outside of my own personal setup. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/58523-gamepad-friendly-umg-~-control-cursor-with-gamepad-analog-stick-easily-click-buttons

                                          For example, like maybe 10 versions ago they changed some stuff with physics and I had one heck of a problem getting physics actors to ragdoll again without weird problems. I had to completely rework how I did that. My guess it probably just needs the node replaced possibly.

                                          Thank you for going through this and seeing what things are the hangups on this release. I've been waiting (I guess fuitlessly) for the new online framework to come out since I don't want to re-invent the wheel. But I guess it won't come out till next year now. I thought it'd be out in July 2019.

                                          Goodluck with your project! Sorry I can't be of too much help.

                                          I Offline
                                          I Offline
                                          ITACHI
                                          wrote on last edited by
                                          #187

                                          @thaddeus @thaddeus I'm gonna do some research and see if I can figure out a different way of getting it to work since it's almost work exactly as it should I didn't end up using the UMG plugin for 4.23 since I don't think it's released yet I'm gonna go through another version and see if that is the problem or if I've maybe missed a part

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