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 285.4k 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

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

    ParvanP Offline
    ParvanP Offline
    Parvan
    First Cohort Moderator Sherpa
    wrote on last edited by
    #23

    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.

    1 Reply Last reply
    0
    • ? This user is from outside of this forum
      ? This user is from outside of this forum
      Pepito
      wrote on last edited by
      #24

      Hello it is possible to change Axis Mapping?
      Thank you.

      1 Reply Last reply
      0
      • ? This user is from outside of this forum
        ? This user is from outside of this forum
        Pepito
        wrote on last edited by
        #25

        Hello it is possible to change Axis Mapping?
        Thank you.

        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
          #26

          I mean change keybinding with AxisMappings

          ParvanP 1 Reply Last reply
          0
          • ? Guest

            I mean change keybinding with AxisMappings

            ParvanP Offline
            ParvanP Offline
            Parvan
            First Cohort Moderator Sherpa
            wrote on last edited by
            #27

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

            I mean change keybinding with AxisMappings

            I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

            ? 1 Reply Last reply
            0
            • ParvanP Offline
              ParvanP Offline
              Parvan
              First Cohort Moderator Sherpa
              wrote on last edited by
              #28

              The UE4.15 release includes some major changes. Here are some of the major ones.

              The MainMenuLib was removed and blueprints only graphics settings were put into place using Mathew Wadstein's method.
              Axis bindings are now possible.
              Controllers (Xbox and Steam) are now supported.
              And a UE4 intro video plays at the beginning.

              0_1490647573286_binds.JPG
              0_1490647558564_graphics.JPG

              1 Reply Last reply
              0
              • ParvanP Parvan

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

                I mean change keybinding with AxisMappings

                I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                ? This user is from outside of this forum
                ? This user is from outside of this forum
                Guest
                wrote on last edited by
                #29

                @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                Wow! that's awesome work, never would have thought it so fast!
                Thank you

                ParvanP 1 Reply Last reply
                0
                • ? Guest

                  @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                  I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                  Wow! that's awesome work, never would have thought it so fast!
                  Thank you

                  ParvanP Offline
                  ParvanP Offline
                  Parvan
                  First Cohort Moderator Sherpa
                  wrote on last edited by Parvan
                  #30

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

                  @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                  I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                  Wow! that's awesome work, never would have thought it so fast!
                  Thank you

                  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

                  ? 2 Replies Last reply
                  0
                  • ParvanP Parvan

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

                    @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                    I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                    Wow! that's awesome work, never would have thought it so fast!
                    Thank you

                    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

                    ? This user is from outside of this forum
                    ? This user is from outside of this forum
                    PEPITO
                    wrote on last edited by
                    #31

                    @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

                    1 Reply Last reply
                    0
                    • ParvanP Parvan

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

                      @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                      I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                      Wow! that's awesome work, never would have thought it so fast!
                      Thank you

                      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

                      ? This user is from outside of this forum
                      ? This user is from outside of this forum
                      PEPITO
                      wrote on last edited by
                      #32

                      @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

                      ? 2 Replies 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
                        #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.

                            1 Reply Last reply
                            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.

                              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
                                #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
                                  0
                                  • ? 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
                                    0
                                    • ? This user is from outside of this forum
                                      ? This user is from outside of this forum
                                      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.

                                          ? 2 Replies 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