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

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    • ThaddeusT
      Thaddeus
      last edited by Thaddeus

      Modifying Starting Map or Number of Players

      1. Navigate to the MainMenu Blueprints folder at \Cardinal\MainMenu\Blueprints
      2. Insert your GameModes into Enum_GameModes, list your available map names to Enum_Maps, and set your server host's preferred maximum number of players to Enum_NumberOfPlayers using the supplied pattern.
        For skipped number of player options, use the enumeration's integer. For the number of players option you'd like available, spell out the integer.
        For example: 0, 1, Three will make a server with a maximum of "Three Players." (Please note the game modes and player limits are not implemented in the actual project. This is up to the end user to implement.)

      Deploying Packaged Builds

      In order for key bindings to work on packaged builds, you must copy Input.ini from inside your project to the build directory.
      The paths and default bindings are listed below. Input.ini does not copy into the directory by itself. The default bindings are shown below for your convenience.

      Modifying Menu Buttons Example: Removing The Local Split Screen Button

      Open the PlayGameSubMenu widget located here:
      /Cardinal/MainMenu/Blueprints/UI/Submenus/PlayGameSubMenu.PlayGameSubMenu'

      To change the names of the buttons:
      Open the Designer tab on the Widget and then navigate to SettingsButtonsLine in the Hierarchy.
      In the Details tab and in the Default section and then under ButtonsNames you will see an array of the names.
      Change these names to change the button names.

      To change the functions of the buttons:
      Open the Graph tab in the widget.
      Open the function called OpenDetailsContainer.
      There you will see a SwitchonInt that controls each button in order from 0 to 4. This is where the button's actions are performed in order of their name listed in the array. (Like OpenMap and so on)

      To remove the Local Split Screen Button:
      Remove the button name in the array (Array item 1)
      Then move the pins from switch on int to adjust for the order change. (So 2 now goes to 1, 3 to 2, and 4 to 3)

      Windows US Keyboard Default Input Bindings

      :::

      Inside Project Directories:
      \Saved\Config\Windows\Input.ini and Saved\Config\WindowsNoEditor\Input.ini and \Config\DefaultInput.ini
      Inside Packaged Game Directory:
      \WindowsNoEditor\CardinalMenu\Saved\Config\WindowsNoEditor\Input.ini

      Input.ini Default Windows Bindings:
      [/Script/Engine.InputSettings]
      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)

      [/Script/Engine.Console]
      HistoryBuffer=mexit
      HistoryBuffer=exit

      :::

      Known Bugs:

      (To view the known bugs, click the button below.)

      :::

      Bug: Client Returning to "Main Menu" can't join another game.
      Fix: Fixed 08/07/2016 at Changeset - a1943cb579fc

      Bug: The Editor's Play In Viewport option does not stretch the menu title bar all the way to the edge of the screen on some resolutions
      Fix: Use Play In New Editor Window

      Bug: Split screen menu cannot be scaled to overlay on the calling player's screen
      Fix: Unknown, possibly in future engine release

      Bug: Player input control mappings are not in the correct order
      Fix: The engine re-orders inputs, change them to alphabetical order in your DefaultInput.ini

      Bug: Packaged game builds lose default control bindings
      Fix: Packaging does not copy Input.ini by itself. See "Deploying Packaged Builds" above

      Bug: Cannot host a session after importing project files
      Fix: Make sure BP_GameInstance is set in your game mode

      Bug: Joining players in PIE spawn as spectators and not pawns
      Fix: Make sure Auto Connect To Servers is not checked under Play -> Advanced Settings -> Multiplayer options

      Bug: Some listen servers do not respond to ping, instead respond with "?"
      Fix: Listen server host's network configuration (firewall or router) do not respond to ICMP Pings, likely due to host's configuration. To show pings, host's router must respond to ICMP Pings. Many routers have this disabled by default.

      :::

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      • ?
        Howie
        last edited by

        It doesn't seem like the server lines update the number of players that are in a server, you just set TOTPLAYING to 1 and then it never gets updated. Am I missing something?

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

          It doesn't seem like the server lines update the number of players that are in a server, you just set TOTPLAYING to 1 and then it never gets updated. Am I missing something?

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

            The logic for the total players has to be put into game state and the Steam session has to be updated. We haven't included that logic as of yet. (Just like level transitions and so on) Basically the online session gets broadcasted once when you create the server and the gamestate never updates it.

            It's not too hard to implement. You just need to count the number of players in your game and update the online session to reflect this every time someone joins and leaves the game.

            We are working on a game right now. When I implement that into our game I will copy the BP nodes into the Cardinal Menu project and share it. It just hasn't been built yet.

            Thanks for trying the project!

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            • ThaddeusT
              Thaddeus
              last edited by

              I should probably mention that in the documentation. I hope to have that feature implemented in a month or so.

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              • ?
                Howie
                last edited by

                Thanks Thaddeus, appreciate the explanation. I've been working on my own game myself and tried getting the current players in a server just by dragging a "Get Current Players" function off the find sessions advanced results which works for LAN but always returns as 1 for some reason with Steam. I'll have to try updating it manually like you described above.

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

                  Thanks Thaddeus, appreciate the explanation. I've been working on my own game myself and tried getting the current players in a server just by dragging a "Get Current Players" function off the find sessions advanced results which works for LAN but always returns as 1 for some reason with Steam. I'll have to try updating it manually like you described above.

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

                    We just tested 4.13 and the persistent graphics settings need to be reworked. We will probably migrate away from the MainMenuLib plugin. The update may take a while. So far no other bugs have been discovered outside of minor depreciated blueprint functions.

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                    • ThaddeusT
                      Thaddeus
                      last edited by

                      We released the project for 4.13 today. I'm not quite sure if the graphics settings will cause issues but so far I've experienced no issues. We will probably slate that fix for the next engine version. Please report any bugs you find.

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                      • ThaddeusT
                        Thaddeus
                        last edited by

                        We released a new version. This release includes a simple single player button (as requested), cleans up some of the debug printing to console, and includes a simple map loading video.

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                        • ?
                          Guest
                          last edited by

                          Why ping steam 9999 ?

                          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:

                            Why ping steam 9999 ?

                            There's a bug with the engine that causes that. We are waiting until it's fixed. (Hopefully soon)

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

                              @Thaddeus-Delude Thanks for the reply

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                              • ThaddeusT
                                Thaddeus
                                last edited by

                                The project has been released for Unreal Engine 4.14 today. So far there have been no reported bugs. Please let us know if you find any.

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                                • ?
                                  KRushin
                                  last edited by

                                  Great work! I have been playing around it and works quite well! Out of curiosity, have you gotten this to work for a dedicated server? While i have gotten dedicated servers working in other scenarios ( Null OSS) can't seem to get one to work with Steam.

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                                  • ?
                                    KRushin
                                    last edited by

                                    Great work! I have been playing around it and works quite well! Out of curiosity, have you gotten this to work for a dedicated server? While i have gotten dedicated servers working in other scenarios ( Null OSS) can't seem to get one to work with Steam.

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

                                      Thanks. I've had a lot of trouble getting it to work with Steam. It's possible but I've been waiting to see if it gets easier with new engine releases.

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                                      • ?
                                        JC
                                        last edited by

                                        Great work! Will there be an update to UE version 4.15? Thanks!

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

                                          Great work! Will there be an update to UE version 4.15? Thanks!

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

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

                                            Great work! Will there be an update to UE version 4.15? Thanks!

                                            AdvancedSessionsPlugin was reporting some problems with 4.15. Pretty soon 4.15 we will release a 4.15 version.

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