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[Community Project] Cardinal Menu System | Instructions And Help

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  • ? 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
                                  • ? This user is from outside of this forum
                                    ? This user is from outside of this forum
                                    Guest
                                    wrote on last edited by
                                    #43

                                    I pressed set default controls and it deleted all the controls, how can i come back to normal ?

                                    ParvanP 3 Replies Last reply
                                    0
                                    • ParvanP Parvan

                                      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.

                                      ? This user is from outside of this forum
                                      ? This user is from outside of this forum
                                      Zeroneus
                                      wrote on last edited by
                                      #44

                                      @Thaddeus-Delude

                                      Where are the default inputs ? not in DefaultInput it seems

                                      1 Reply Last reply
                                      0
                                      • ParvanP Parvan

                                        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.

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                                        Zeroneus
                                        wrote on last edited by
                                        #45

                                        @Thaddeus-Delude

                                        Where are the default inputs ? not in DefaultInput it seems

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                                        • ? Guest

                                          I pressed set default controls and it deleted all the controls, how can i come back to normal ?

                                          ParvanP Offline
                                          ParvanP Offline
                                          Parvan
                                          First Cohort Moderator Sherpa
                                          wrote on last edited by
                                          #46

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

                                          I pressed set default controls and it deleted all the controls, how can i come back to normal ?

                                          Here are where the controls are stored.

                                          1. Input.ini and in your configs
                                          2. The DefaultActionBinds in ControlsSettingsDetails located at /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
                                          3. DefaultAxisBinds located in RAMA-AxisControls at /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls

                                          The order matters to the engine. It should be alphabetical. To my knowledge, nobody has come up with a better method without programming one or using a form of real time binds on every tick. (Bypassing UE4's method basically) It's a pain to work with. Good luck!

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