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[Community Project] Cardinal Menu System | Instructions And Help

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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
      0
      • 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

        1 Reply Last reply
        0
        • 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
          #188

          @thaddeus Turns out the issue was a small mistake on my part. I was using a GameModeBase instead of GameMode

          ParvanP 1 Reply Last reply
          0
          • I ITACHI

            @thaddeus Turns out the issue was a small mistake on my part. I was using a GameModeBase instead of GameMode

            ParvanP Offline
            ParvanP Offline
            Parvan
            First Cohort Moderator Sherpa
            wrote on last edited by
            #189

            @itachi I'm glad you were able to figure it out. Thanks for reporting back

            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
              #190

              When trying to 'Generate Visual Studio' part for UE4.24, I am getting this error "'UnrealBuildTool.UnrealTargetPlatform' does not contain a definition for 'HTML5'
              ERROR: Unable to compile source files.". Googling, this 'HTML5 feature' is no longer supported in 4.23... So, perhaps a new version is needed for being able to use in 4.23+ versions? I would really appreciate it if this could be done 🙂

              ParvanP 1 Reply Last reply
              0
              • ? Guest

                When trying to 'Generate Visual Studio' part for UE4.24, I am getting this error "'UnrealBuildTool.UnrealTargetPlatform' does not contain a definition for 'HTML5'
                ERROR: Unable to compile source files.". Googling, this 'HTML5 feature' is no longer supported in 4.23... So, perhaps a new version is needed for being able to use in 4.23+ versions? I would really appreciate it if this could be done 🙂

                ParvanP Offline
                ParvanP Offline
                Parvan
                First Cohort Moderator Sherpa
                wrote on last edited by
                #191

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

                When trying to 'Generate Visual Studio' part for UE4.24, I am getting this error "'UnrealBuildTool.UnrealTargetPlatform' does not contain a definition for 'HTML5'
                ERROR: Unable to compile source files.". Googling, this 'HTML5 feature' is no longer supported in 4.23... So, perhaps a new version is needed for being able to use in 4.23+ versions? I would really appreciate it if this could be done 🙂

                The menu has pages under the About section called Our Organization Game Homepage and Donate that load webpages. My guess is these pages along with the web browser plugin are what is causing the issue. I'd have to look into it further to know for sure.

                ? 1 Reply Last reply
                0
                • ParvanP Parvan

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

                  When trying to 'Generate Visual Studio' part for UE4.24, I am getting this error "'UnrealBuildTool.UnrealTargetPlatform' does not contain a definition for 'HTML5'
                  ERROR: Unable to compile source files.". Googling, this 'HTML5 feature' is no longer supported in 4.23... So, perhaps a new version is needed for being able to use in 4.23+ versions? I would really appreciate it if this could be done 🙂

                  The menu has pages under the About section called Our Organization Game Homepage and Donate that load webpages. My guess is these pages along with the web browser plugin are what is causing the issue. I'd have to look into it further to know for sure.

                  ? This user is from outside of this forum
                  ? This user is from outside of this forum
                  Guest
                  wrote on last edited by
                  #192

                  BTW, I am also using visual studio 2019 community version which is the latest.
                  What I tried to do:
                  Phase 1:
                  1- modified the C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary.cs file to omit the checking for HTML5
                  2- Logged into visual studio
                  3- Execute the CardinalMenu.project file,
                  Got compiler error: "CardinalMenu could not be compiled. Try rebuilding from source manually"

                  Phase 2:
                  1- Rebuild via visual studio's Solution Explorer:
                  Error log:
                  1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
                  1>Cleaning CardinalMenuEditor and UnrealHeaderTool binaries...
                  1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
                  1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
                  1>Creating makefile for CardinalMenuEditor (no existing makefile)
                  1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
                  1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
                  1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\PingPlugin\Source\Ping\Ping.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\Ping\Public' does not exist.
                  1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\VictoryBPLibrary\Public' does not exist.
                  1>Parsing headers for CardinalMenuEditor
                  1> Running UnrealHeaderTool "C:\Learn\Unreal\4.24\CardinalMenu\CardinalMenu.uproject" "C:\Learn\Unreal\4.24\CardinalMenu\Intermediate\Build\Win64\CardinalMenuEditor\Development\CardinalMenuEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
                  1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h(247) : LogCompile: Error: 'SteamAvatarSize' does not have a 0 entry! (This is a problem when the enum is initalized by default)
                  1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamWorkshopLibrary.h(173) : LogCompile: Error: 'FBPSteamResult' does not have a 0 entry! (This is a problem when the enum is initalized by default)
                  1>Done building project "CardinalMenu.vcxproj".
                  ========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========

                  ParvanP 1 Reply Last reply
                  0
                  • ? Guest

                    BTW, I am also using visual studio 2019 community version which is the latest.
                    What I tried to do:
                    Phase 1:
                    1- modified the C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary.cs file to omit the checking for HTML5
                    2- Logged into visual studio
                    3- Execute the CardinalMenu.project file,
                    Got compiler error: "CardinalMenu could not be compiled. Try rebuilding from source manually"

                    Phase 2:
                    1- Rebuild via visual studio's Solution Explorer:
                    Error log:
                    1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
                    1>Cleaning CardinalMenuEditor and UnrealHeaderTool binaries...
                    1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
                    1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
                    1>Creating makefile for CardinalMenuEditor (no existing makefile)
                    1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
                    1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
                    1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\PingPlugin\Source\Ping\Ping.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\Ping\Public' does not exist.
                    1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\VictoryBPLibrary\Public' does not exist.
                    1>Parsing headers for CardinalMenuEditor
                    1> Running UnrealHeaderTool "C:\Learn\Unreal\4.24\CardinalMenu\CardinalMenu.uproject" "C:\Learn\Unreal\4.24\CardinalMenu\Intermediate\Build\Win64\CardinalMenuEditor\Development\CardinalMenuEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
                    1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h(247) : LogCompile: Error: 'SteamAvatarSize' does not have a 0 entry! (This is a problem when the enum is initalized by default)
                    1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamWorkshopLibrary.h(173) : LogCompile: Error: 'FBPSteamResult' does not have a 0 entry! (This is a problem when the enum is initalized by default)
                    1>Done building project "CardinalMenu.vcxproj".
                    ========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========

                    ParvanP Offline
                    ParvanP Offline
                    Parvan
                    First Cohort Moderator Sherpa
                    wrote on last edited by Parvan
                    #193

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

                    BTW, I am also using visual studio 2019 community version which is the latest.
                    What I tried to do:
                    Phase 1:
                    1- modified the C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary.cs file to omit the checking for HTML5
                    2- Logged into visual studio
                    3- Execute the CardinalMenu.project file,
                    Got compiler error: "CardinalMenu could not be compiled. Try rebuilding from source manually"

                    Phase 2:
                    1- Rebuild via visual studio's Solution Explorer:
                    Error log:
                    1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
                    1>Cleaning CardinalMenuEditor and UnrealHeaderTool binaries...
                    1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
                    1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
                    1>Creating makefile for CardinalMenuEditor (no existing makefile)
                    1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
                    1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
                    1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\PingPlugin\Source\Ping\Ping.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\Ping\Public' does not exist.
                    1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\VictoryBPLibrary\Public' does not exist.
                    1>Parsing headers for CardinalMenuEditor
                    1> Running UnrealHeaderTool "C:\Learn\Unreal\4.24\CardinalMenu\CardinalMenu.uproject" "C:\Learn\Unreal\4.24\CardinalMenu\Intermediate\Build\Win64\CardinalMenuEditor\Development\CardinalMenuEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
                    1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h(247) : LogCompile: Error: 'SteamAvatarSize' does not have a 0 entry! (This is a problem when the enum is initalized by default)
                    1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamWorkshopLibrary.h(173) : LogCompile: Error: 'FBPSteamResult' does not have a 0 entry! (This is a problem when the enum is initalized by default)
                    1>Done building project "CardinalMenu.vcxproj".
                    ========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========

                    Did you download the new versions of the plugins? Like Rama's Victory Plugin?
                    https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required

                    ? 1 Reply Last reply
                    0
                    • ParvanP Parvan

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

                      BTW, I am also using visual studio 2019 community version which is the latest.
                      What I tried to do:
                      Phase 1:
                      1- modified the C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary.cs file to omit the checking for HTML5
                      2- Logged into visual studio
                      3- Execute the CardinalMenu.project file,
                      Got compiler error: "CardinalMenu could not be compiled. Try rebuilding from source manually"

                      Phase 2:
                      1- Rebuild via visual studio's Solution Explorer:
                      Error log:
                      1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
                      1>Cleaning CardinalMenuEditor and UnrealHeaderTool binaries...
                      1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
                      1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
                      1>Creating makefile for CardinalMenuEditor (no existing makefile)
                      1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
                      1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
                      1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\PingPlugin\Source\Ping\Ping.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\Ping\Public' does not exist.
                      1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\VictoryBPLibrary\Public' does not exist.
                      1>Parsing headers for CardinalMenuEditor
                      1> Running UnrealHeaderTool "C:\Learn\Unreal\4.24\CardinalMenu\CardinalMenu.uproject" "C:\Learn\Unreal\4.24\CardinalMenu\Intermediate\Build\Win64\CardinalMenuEditor\Development\CardinalMenuEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
                      1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h(247) : LogCompile: Error: 'SteamAvatarSize' does not have a 0 entry! (This is a problem when the enum is initalized by default)
                      1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamWorkshopLibrary.h(173) : LogCompile: Error: 'FBPSteamResult' does not have a 0 entry! (This is a problem when the enum is initalized by default)
                      1>Done building project "CardinalMenu.vcxproj".
                      ========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========

                      Did you download the new versions of the plugins? Like Rama's Victory Plugin?
                      https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required

                      ? This user is from outside of this forum
                      ? This user is from outside of this forum
                      Guest
                      wrote on last edited by
                      #194

                      No, I have not downloaded this new one.
                      Looking into this issue further, visual studio 2019's indicates that it is flagging this compiler issue as an error now (see https://docs.microsoft.com/en-us/visualstudio/code-quality/ca1008?view=vs-2017#configurability), perhaps previous version of visual studio was ok with it. So looks like the source of the problem is in AdvancedSteam related?

                      ParvanP 1 Reply Last reply
                      0
                      • ? Guest

                        No, I have not downloaded this new one.
                        Looking into this issue further, visual studio 2019's indicates that it is flagging this compiler issue as an error now (see https://docs.microsoft.com/en-us/visualstudio/code-quality/ca1008?view=vs-2017#configurability), perhaps previous version of visual studio was ok with it. So looks like the source of the problem is in AdvancedSteam related?

                        ParvanP Offline
                        ParvanP Offline
                        Parvan
                        First Cohort Moderator Sherpa
                        wrote on last edited by
                        #195

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

                        No, I have not downloaded this new one.
                        Looking into this issue further, visual studio 2019's indicates that it is flagging this compiler issue as an error now (see https://docs.microsoft.com/en-us/visualstudio/code-quality/ca1008?view=vs-2017#configurability), perhaps previous version of visual studio was ok with it. So looks like the source of the problem is in AdvancedSteam related?

                        It could be related to Advanced Sessions. I'd make sure the latest plugins are used. Here is Advanced Sessions Plugin.

                        https://forums.unrealengine.com/community/community-content-tools-and-tutorials/41043-advanced-sessions-plugin

                        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
                          #196

                          So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                          When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                          So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                          Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                          ParvanP 4 Replies Last reply
                          0
                          • ? Guest

                            So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                            When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                            So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                            Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                            ParvanP Offline
                            ParvanP Offline
                            Parvan
                            First Cohort Moderator Sherpa
                            wrote on last edited by
                            #197

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

                            So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                            When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                            So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                            Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                            Here is the current VaRest. https://github.com/ufna/VaRest

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                            • ? Guest

                              So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                              When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                              So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                              Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                              ParvanP Offline
                              ParvanP Offline
                              Parvan
                              First Cohort Moderator Sherpa
                              wrote on last edited by Parvan
                              #198

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

                              So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                              When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                              So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                              Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                              GamepadUMG is kind of abandoned. This person claims to have it working for 4.24. We might remove it in the next release. It's been a lot of trouble for us. If you don't need controller support, I'd just remove parts of the blueprints that call the GamepadUMG nodes. A lot of people have been trying to figure out how to fix it over the past year or so. https://sb1985.com/other-2/gameplay/how-to-move-the-mouse-cursor-using-the-gamepad/

                              It's easy to find the GamepadUMG nodes if you just disable the plugin. They will show up as errors when you load your project. Goodluck 🙂

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                              • ? Guest

                                So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                                When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                                So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                                Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                                ParvanP Offline
                                ParvanP Offline
                                Parvan
                                First Cohort Moderator Sherpa
                                wrote on last edited by
                                #199

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

                                So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                                When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                                So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                                Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                                I'm looking at 4.24 right now. I'll see if there's a weird issue with updating to that version of the engine.

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                                • ? Guest

                                  So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                                  When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                                  So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                                  Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                                  ParvanP Offline
                                  ParvanP Offline
                                  Parvan
                                  First Cohort Moderator Sherpa
                                  wrote on last edited by Parvan
                                  #200

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

                                  So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...

                                  When 'play' is hit, only the black screen is showing, (I also have Steam running)...

                                  So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?

                                  Anyway, I really appreciate what you have put in, I am now able to take a look at the BP 🙂

                                  Thanks for appreciating the work we put in. I just opened the project and I noticed for some reason the enumerations aren't working. That's strange. I'm working on figuring out why right now.

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                                  • ParvanP Offline
                                    ParvanP Offline
                                    Parvan
                                    First Cohort Moderator Sherpa
                                    wrote on last edited by Parvan
                                    #201

                                    When upgrading to 4.24:

                                    It looks like the CallURL function in VaRest has been removed. I noticed the dev said it was causing memory corruptions in Android. It's possible that's why it was removed. Someone requested it put back in the project here. https://github.com/ufna/VaRest/pull/263

                                    You can download that person's fork of the VaRest plugin as of the date on this post here. https://github.com/ATaysikuu/VaRest

                                    The CallURL node is required for fetching the client's IP from api.ipify.org in the HostGame widget.

                                    I'm testing it now.

                                    Edit: It appears to work with that fork of VaRest. Did that fix your issue? Or are you still seeing a black screen? I've seen that happen with incorrect GameMode settings.

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                                      Guest
                                      wrote on last edited by
                                      #202

                                      Any progress?

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                                      • ? Guest

                                        Any progress?

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                                        Guest
                                        wrote on last edited by
                                        #203

                                        I have not tried since I am quite satisfied with reviewing the BP. It would be great to have the menu system compatible with the latest UE along with perhaps not using the 'buggy' plugins so that it could be a 'standard template' to be utilized by developers where one can then add/delete/modify functionalities?

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                                        • ? Guest

                                          Any progress?

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                                          ? This user is from outside of this forum
                                          Flow
                                          wrote on last edited by
                                          #204

                                          Any news here. Would be nice to see it again with used new UE4 version.

                                          ParvanP 1 Reply Last reply
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