Community Project | Cardinal Menu System Instructions, Help, and Discussion
-
@rexregum I have problems with VS2017 on all my projects. I'm not sure if it's a problem with a specific plugin or UE4 and VS2017. I spent days trying to figure it out to no avail. I'm not sure the answer on that, sorry.
-
@like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I found that there is a problem, joinsession, join the success, but will not jump to the new map, the local area network can, steam is not.
Are you packaging / building your own copy of the game? Or is the Demo not working? Have you tried a newer version than 4.14?
-
@like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Do you have any contact?
You can contact me on here or on Discord. The top of the forums have a link to the Discord channel. I don't know how much assistance I can provide, though. You might just have to experiment with the project and see what the issue is. I test each build before they are released. The 4.18 build should work without issues. If you need 4.14 specifically, I can go back and check it to make sure it works. It's been a while since I worked with that version of the engine.
-
@Thaddeus Well, the previous 4.14 was normal.
-
@like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
@Thaddeus Well, the previous 4.14 was normal.
Do you mean 4.13 didn't have any issues? CardinalMenu_Project_v161019.zip?
-
The 4.16 and newer version have a lot of improvements, by the way.
-
Also, you might want to check and make sure that the game instance is set to BP_GameInstance in Project Settings -> Maps and Modes -> GameInstance Class.
-
@Thaddeus CardinalMenu_Project_v161204
-
@Thaddeus I test, in the LAN open steam, the search can not be the host, but the network can be searched outside, what is the reason? I also closed the firewall
-
@Thaddeus Ask a question, the use of a compiled engine can be a normal search, the use of the source code to compile the engine can not search the host.
-
Source code compiled steam, can not search the host, excuse me why?
-
Hello, boss, can you use the source code to test it? The search for the source code is not the steam host. Please help me
-
I just downloaded the 4.14 version of the project and packaged it, deployed it to my desktop and laptop, and tested it in both Steam and LAN. It works. I didn't change anything with the project. If yours doesn't work, I cannot tell you why. Attached are screenshots showing my results of the tests. (These tests were conducted on the same LAN network with the server being wired to a switch connected directly to a router and the client being wireless connected to a wireless access point.)
-
@Thaddeus said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I just downloaded the 4.14 version of the project and packaged it, deployed it to my desktop and laptop, and tested it in both Steam and LAN. It works. I didn't change anything with the project. If yours doesn't work, I cannot tell you why. Attached are screenshots showing my results of the tests. (These tests were conducted on the same LAN network with the server being wired to a switch connected directly to a router and the client being wireless connected to a wireless access point.)
Well, thank you, because I am the engine compiled with the source code. I can not search it by packing it, and you can search it with a compiled engine.
-
Can you try using source code to test it?
-
I found the problem of source code, UE_LOG_ONLINE (Warning, TEXT ("Removed incompatible build: ServerBuildUniqueId = 0x%08x, GetBuildUniqueId (= = 0x%08x"), Session.SessionSettings.BuildUniqueId, 0x%08x); the 2 ones are not equal.
-
That test I did was with the source code. I can try the binary package released on the website as well if you'd like. After a quick search, it sounds like Steam Test AppID 480 throwing that error might be related to having too many people using the test ID in your region. You might need to get your own AppID for your project for Steam. https://answers.unrealengine.com/questions/558932/steam-removed-incompatible-build.html
-
Hey so I just downloaded the latest version of cardinal menu (4.18), and I seem to be having problems with the controls settings not fully showing up on a packaged version of the game which seems to break the characters movements within the example map. I have checked the defaultinput.ini file within the packaged game and the axis and action mappings are there in alphabetical order. The controls show up just fine within the standalone game when in editor but not sure why it's breaking for the packaged game unless I'm missing something. Any ideas?
-
Hmm, that's strange. I've seen a lot of weird bugs with the control mapping lately. I'll look into it.
Edit: I just tested CardinalMenu_Demo_v171227_418 and the bindings were present. Is this happening when you package the uProject Files or when you download the Demo?
-
@Thaddeus It's happening when I package the .uproject. It works fine within the editor when playing standalone or launching the game but once I package it, it breaks.
-
@SkillzKilli said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
@Thaddeus It's happening when I package the .uproject. It works fine within the editor when playing standalone or launching the game but once I package it, it breaks.
You have to manually drop the config files into the packaged directories once it's done. Below is where I put them in the demo to get it to work. For some reason the editor doesn't automatically place them when you package.
\CardinalMenu\Saved\Config\WindowsNoEditor\Input.ini
and
\CardinalMenu\Config\DefaultInput.iniDid that work? You might have to create some directories if they are not automatically present.
-
@Thaddeus That fixed it, thankyou! I also have another problem that showed up when testing the packaged build with my brother over steam. When I went to host a game he was able to see it in the server list but when he went to double click it it threw an error saying couldn't connect to server. Then I tried to join one that he created but it never showed up for me but rather showed the game I made and said that he was within that game. Tried reloading the game to see if that would fix the problem but still ran into the same server listed. Also not sure if you fixed it or not in an earlier version but the ping was showing 9999 still.
-
There's still no fix for the 9999 ping bug. I use the ping plugin on the main project for it, though, and broadcast the hosts IP as a session variable. The problem is Epic hasn't implemented pings for listen server sessions.
As far as the hosting and seeing sessions goes, I've had problems with LAN and WiFi. I'm sure it has something to do with network configuration. (Possibly a security setting about broadcasting packets over a WiFi access point)
If your test was over the internet, it could also be firewall rules causing the issue or Steam region lock. Since this uses Steam Test APPID's, sometimes I've had issues with Steam. If you have your own APPID, then that issue should go away. (If it's related to region locking)
Those are the three issues I've seen.
Was your multiplayer session broadcast test over LAN with WiFi? Or over the internet?
-
@SkillzKilli I'm glad to know that fixed your inputs! The input system has been quite the headache. I hope Epic changes the way it works soon. But I think they are more concerned about the serious engine stuff.
-
@Thaddeus it was over the Internet, we were in the same state just 500 miles apart so I don't think the region thing shouldn't be an issue (Washington state). Could be something with our firewalls but not too sure on how to check if that's the culprit? I can test more when I get home from work tonight. I'm also using the test appid for this.
-
Sorry forgot to login haha
-
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
@Thaddeus it was over the Internet, we were in the same state just 500 miles apart so I don't think the region thing shouldn't be an issue (Washington state). Could be something with our firewalls but not too sure on how to check if that's the culprit? I can test more when I get home from work tonight. I'm also using the test appid for this.
It's likely a firewall issue if nobody is reporting problems with Steam's test appid. I've heard a lot of problems with in in China, but not here.
It is possible that maybe there's too many people using the test appid at the same time when you tested it. I can't remember off my head, but OnlineSessionPlugin only fetches so many sessions by default. The way the server browser works is by filtering out all non-matching sessions. That could be the issue. Or a firewall issue.
If you find out that it's a firewall thing and you plan on releasing a big commercial game, I think UWorks does NAT punchthrough. (To bypass firewalls without configuration) I haven't tried it since it's $109 on the marketplace, but I hear it's pretty good.
-
@Thaddeus sounds good, thanks for the help and information. I'll keep you posted If I find any other bugs that want to pop up during testing.
-
@SkillzKilli Thanks for helping report bugs.
-
@Thaddeus Hey so I was just wondering, in the editor when I go to the movies folder the only thing in there is the setting.jpg but in the directory of the project (\CardinalMenu_Project_v171227_418\Content\Movies) you can see the video files there. How are you loading in the videos to be played without having them in the editor? Did you just put them in the defaulftgame.ini or is there a different way of working with them. I just want to be able to do my own videos when I get my game to commercial. Thanks
-
@SkillzKilli It's the LoadingScreen plugin. The configurations are in there. I'm not sure if it's dated by now. There may be better methods now. But it works.
-
I can not make this Source tree to work. I open it and past the URL:
http://repositories.metahusk.com/menu.hg
select the folder with the project : CardinalMenu_Project_v171227_418 and the name : CardinalMenu_Project_v171227_418. But I get an error and it does not allow me to clone it.Here is the error:
Command: perl.exe C:\Users\exdra\AppData\Local\SourceTree\app-2.4.8\tools\svn.pl info http://repositories.metahusk.com/menu.hg
Output:
Error: System.ComponentModel.Win32Exception: The system cannot find the file specifiedCommand: git -c diff.mnemonicprefix=false -c core.quotepath=false ls-remote http://repositories.metahusk.com/menu.hg
Output:
Error: fatal: repository 'http://repositories.metahusk.com/menu.hg/' not foundWhat I'm doing wrong? Please help!
-
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I can not make this Source tree to work. I open it and past the URL:
http://repositories.metahusk.com/menu.hg
select the folder with the project : CardinalMenu_Project_v171227_418 and the name : CardinalMenu_Project_v171227_418. But I get an error and it does not allow me to clone it.Here is the error:
Command: perl.exe C:\Users\exdra\AppData\Local\SourceTree\app-2.4.8\tools\svn.pl info http://repositories.metahusk.com/menu.hg
Output:
Error: System.ComponentModel.Win32Exception: The system cannot find the file specifiedCommand: git -c diff.mnemonicprefix=false -c core.quotepath=false ls-remote http://repositories.metahusk.com/menu.hg
Output:
Error: fatal: repository 'http://repositories.metahusk.com/menu.hg/' not foundWhat I'm doing wrong? Please help!
You can download the project files at http://metahusk.com/cardinal-menu/ if you want. Are you looking to clone the repository so you can roll back to different changes?
That's weird, I can clone it without a problem using TortoiseHg and this command. I'm waiting for it to finish as I type this. (Edit: It cloned without issues.) I had a problem with SourceTree in the past. Maybe it's a SourceTree bug?
hg clone --verbose http://repositories.metahusk.com/menu.hg "I:\Unreal Projects\menu.hg-clone" -
@Thaddeus Your Tips helped, it worked on TortoiseHg. There are some issues I need to fix, but for now, this is good enough. Thank you very much!
-
I'm glad to hear it worked. Thanks for replying with your findings.
-
Cardinal Menu has been released for Unreal Engine 4.19 today. This update now includes Steam listen server pings! (As requested)
The video on the first post has been updated to reflect the 4.19 version of the project.
-
Does this support Inviting friends directly via Steam?
-
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Does this support Inviting friends directly via Steam?
At the moment, it doesn't. I might look into adding that feature in the future. There is a Steam friends list in game, though.
-
Thanks. I got an issue where if I am not hloding down mouse1 I cannot look or move around in the game when spawned jn the level.
-
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Thanks. I got an issue where if I am not hloding down mouse1 I cannot look or move around in the game when spawned jn the level.
Are you playing the packaged / built demo or in-editor? Windows 10? It sounds like maybe the window isn't selected? I'm not sure what is wrong on your end.
-
How does one go about opening the In Game menu? I got it to open biut then it would not close or return to the game for example. I do not purely understand the logic here..can you elaborate a little on how this works?
I saw you made something on the M keypress but what exactly happens there or how do we implement this?
Sorry for all the trouble but I am new to UE4.
-
Actually I guess the open/close menu is implemented in the test level you included with the menu itself. I'll try looking there for the implementation and then report back if I still can't get it to work.
-
hi
i cannot open the ingame menu or even if it opens it wont work as intended. how do we add and remove it from the viewport? thanks
-
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
hi
i cannot open the ingame menu or even if it opens it wont work as intended. how do we add and remove it from the viewport? thanks
The blueprint ThirdPersonPlayerController has an event called CreateinGameMenuWidget on construction.
There's also an action binding that opens and closes the window in the same blueprint. Basically, that action binding flip flops from showing and hiding the widget while also showing and hiding the mouse cursor.
The blueprint's location:
Blueprint'/Game/ThirdPersonExample/Blueprints/ThirdPersonPlayerController.ThirdPersonPlayerController' -
I can't seem to open the file, i generate visual studio file before opening it but it still says to generate the file. Im currently trying it with 4.19.2
-
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I can't seem to open the file, i generate visual studio file before opening it but it still says to generate the file. Im currently trying it with 4.19.2
I'll check if it's a problem with 4.19.2, currently I'm still using 4.19.0 because I build from source. You can try downloading the new version of advanced sessions plugin. It looks like mordentral released a 4.19.2 version. Here's the link: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/41043-advanced-sessions-plugin
Edit: I was just able to open the project freshly cloned from the repository using 4.19.2's launcher edition on Visual Studio 2015. I'll try the compressed download copy next.
Edit2: I'm getting strange problems with the downloaded project and 4.19.2 as well. I'm not sure what the problem is yet. I'll get back to you.
Edit3: Turns out I have an issue with Windows Search Service and Win10's built in explorer's unzip program. It didn't decompress all the files. The downloaded version of the project compiled on 4.19.2 with VS2015 without issues.
I'm not sure what your problem is. Are you using Visual Studio 2017? I've had problems with it in the past.
-
If i install it to a new project from the zip you give how do i change the name of the game from Cardinal Menu to my own project name?
-
@playstationkings You should be able to find a tutorial on how to do this. At first glance this seems pretty accurate, but I didn't try to duplicate it. https://answers.unrealengine.com/questions/242407/renaming-a-c-project.html
Sometimes there are small changes in the engine that require a bit of tweaking to the directions. Basically find any reference to the old name and replace it with your name. Either in the code or in the project filenames.
-
@thaddeus said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
When i go to friends list or network in game menu it says connection failed how do i fix this i made a new project just with your files like the steps said so dont know why it ant working. if i hit shift+tab it shows me steam but says im playing spacewar? if thats working shouldnt it work on the friends list and network and how do i hook the sever side up to steam severs with my own name not spacewars.
-
@playstationkings Spacewar is the Steam test app ID 480 game. You'd need to get a steam app id. "Spacewar" is also region locked, so sometimes your friends won't appear correctly. It's only for testing steam integration, not to launch a game.