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Metahusk Loco

[Community Project] Cardinal Menu System | Instructions And Help

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  • ParvanP Offline
    ParvanP Offline
    Parvan
    First Cohort Moderator Sherpa
    wrote on last edited by Parvan
    #4

    Modifying Starting Map or Number of Players

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

    Deploying Packaged Builds

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

    Modifying Menu Buttons Example: Removing The Local Split Screen Button

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

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

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

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

    Windows US Keyboard Default Input Bindings

    :::

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

    Input.ini Default Windows Bindings:
    [/Script/Engine.InputSettings]
    ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
    ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
    AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
    AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
    AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
    AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
    AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
    AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)

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

    :::

    Known Bugs:

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

    :::

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

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

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

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

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

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

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

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

    :::

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      Howie
      wrote on last edited by
      #5

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

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        Howie
        wrote on last edited by
        #6

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

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        • ParvanP Offline
          ParvanP Offline
          Parvan
          First Cohort Moderator Sherpa
          wrote on last edited by
          #7

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

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

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

          Thanks for trying the project!

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          • ParvanP Offline
            ParvanP Offline
            Parvan
            First Cohort Moderator Sherpa
            wrote on last edited by
            #8

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

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              Howie
              wrote on last edited by
              #9

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

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                Howie
                wrote on last edited by
                #10

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

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                • ParvanP Offline
                  ParvanP Offline
                  Parvan
                  First Cohort Moderator Sherpa
                  wrote on last edited by Parvan
                  #11

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

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                  • ParvanP Offline
                    ParvanP Offline
                    Parvan
                    First Cohort Moderator Sherpa
                    wrote on last edited by
                    #12

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

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                    • ParvanP Offline
                      ParvanP Offline
                      Parvan
                      First Cohort Moderator Sherpa
                      wrote on last edited by
                      #13

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

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                        Guest
                        wrote on last edited by
                        #14

                        Why ping steam 9999 ?

                        ParvanP 1 Reply Last reply
                        0
                        • ? Guest

                          Why ping steam 9999 ?

                          ParvanP Offline
                          ParvanP Offline
                          Parvan
                          First Cohort Moderator Sherpa
                          wrote on last edited by
                          #15

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

                          Why ping steam 9999 ?

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

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                          • ParvanP Parvan

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

                            Why ping steam 9999 ?

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

                            ? This user is from outside of this forum
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                            Guest
                            wrote on last edited by
                            #16

                            @Thaddeus-Delude Thanks for the reply

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                            • ParvanP Offline
                              ParvanP Offline
                              Parvan
                              First Cohort Moderator Sherpa
                              wrote on last edited by
                              #17

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

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                                KRushin
                                wrote on last edited by
                                #18

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

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                                  KRushin
                                  wrote on last edited by
                                  #19

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

                                  ParvanP 1 Reply Last reply
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                                  • ParvanP Offline
                                    ParvanP Offline
                                    Parvan
                                    First Cohort Moderator Sherpa
                                    wrote on last edited by
                                    #20

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

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                                      JC
                                      wrote on last edited by
                                      #21

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

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                                        JC
                                        wrote on last edited by
                                        #22

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

                                        ParvanP 1 Reply Last reply
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                                        • ? Guest

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

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

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

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

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

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