Community Project | Cardinal Menu System Instructions, Help, and Discussion



  • About:

    Here is the game menu from our game, Cardinal Fall, for use by the community.
    This project packages a combination of other community projects to create a single, easy to implement menu system.
    We will do our best to update the project with new engine releases.

    License:

    This Menu System is free to use under the Creative Commons Attribution 4.0 International License. CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/)
    3rd Party Assets are discussed in the credits section below.
    More up to date information is available in the Readme.

    Screenshots:

    (To view screenshots, click the button below.)

    Video:

    Youtube Video

    Features:

    • Server Browser (With Steam and LAN support)
    • Client Internet and LAN Hosting Menu
    • Steam Friends List With Avatars
    • Pervasive Graphics Settings
    • Player Control Mapping
    • Controller Support
    • Game Settings
    • Credits Page

    Download:

    Metahusk Downloads: Cardinal Menu

    Repository:

    Metahusk Repositories: Cardinal Menu

    Credits:

    Project Credits:
    Metahusk, mordentral, rama, Thaddeus Delude (parvan), The Tune Peddler, ZioYuri78, Nick Darnell

    Cardinal Menu:
    This project was put together by Metahusk using a collection of community content. Please credit everyone listed here and provide a link to our websites.
    (http://metahusk.com)

    Project Blueprints:
    This project’s blueprint files are released under the Creative Commons Attribution 4.0 International License. CC BY 4.0
    Please provide credit where credit is due. You must credit the following people listed below. You can find this information in the project’s readme.
    (https://creativecommons.org/licenses/by/4.0/)

    Main Menu by ZioYuri78:
    The basic menu framework is an adaptation of ZioYuri78’s ‘Main menu and in game menu with basic game, graphics, controls and audio settings.’
    (https://forums.unrealengine.com/showthread.php?103583-C-Blueprint-Main-menu-and-in-game-menu-with-basic-game-graphics-controls-and-audio-settings)

    Online Browser by mordentral:
    The online browser utilizes mordentral’s Advanced Sessions Plugin.
    (https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin)

    Rebindable Keys by rama:
    The key binding system utilizes Rama’s UMG Rebindable Key System, Rebind keys at Runtime.
    (https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!)

    Background Music by The Tune Peddler:
    The music used in this project is owned by The Tune Peddler. You do not have permission to use the project’s music without agreeing to the terms at The Tune Peddler’s website. As of July 2016, this includes a $5 a month subscription fee.
    (http://thetunepeddler.com/)

    LoadingScreen plugin by Nick Darnell:
    The LoadingScreen plugin was provided by Nick Darnell and was released under The MIT License.
    (https://github.com/ue4plugins/LoadingScreen)

    How To Help:

    Respond to this thread below with your ideas.
    If you have a bug fix, would like to contribute, or expand on this project, please say so.
    We will contact you and grant you commit privileges on the repository.

    How To Donate:

    Our organization is a IRS 501(c)(3) recognized tax exempt nonprofit.
    We will provide written (emailed) donor acknowledgment letters to those who donate $250 or more to our organization as required by the IRS. Our apologies to donors outside of the United States. We will not be able to provide you with any tax benefits for donating to our organization.

    Donation acknowledgment letters will include

    The corporate name and EIN of our organization
    The name of the donor as it appears on PayPal
    The date and ammount of the contribution
    A statement that our organization is a valid 501(c)(3) organization
    An affirmation that no goods or services were provided to the donor
    And information about how your donation was used

    Thank you,
    Donate Through Paypal Here



  • Getting Started By Downloading Or Cloning Project Files:

    (To read the directions, click the button below.)



  • How To Import Cardinal Menu To Your Project

    (To read the directions, click the button below.)



  • 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.

    Windows US Keyboard Default Input Bindings

    Known Bugs:

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



  • 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?



  • 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?



  • 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!



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



  • 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.



  • 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.



  • 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.



  • 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.



  • 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.



  • Why ping steam 9999 ?



  • 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)



  • @Thaddeus-Delude Thanks for the reply



  • 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.



  • 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.



  • 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.



  • 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.



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



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



  • 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.



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



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



  • I mean change keybinding with AxisMappings



  • 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.



  • 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



  • @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



  • 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



  • @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



  • @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



  • Pepito is right, never seen even a package like this.
    FIVE STARS TO ALL THE MEMBERS!!!!



  • Pepito is right, never seen even a package like this.
    FIVE STARS TO ALL THE MEMBERS!!!!



  • 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.



  • Steam friend avatars were fixed. They are not functioning correctly in UE4.15 until Cardinal Menu v170405_415.



  • 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



  • Is the game instance set? Sometimes it becomes unset for some reason. Especially if you migrate project files.



  • 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.



  • 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



  • 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



  • 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.



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



  • @Thaddeus-Delude

    Where are the default inputs ? not in DefaultInput it seems



  • @Thaddeus-Delude

    Where are the default inputs ? not in DefaultInput it seems



  • 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!



  • 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 ?

    Before changing anything, I'd try closing the editor and launching it again. If you're in a packaged build, check your Input.ini to make sure the binds are there. I have to manually paste them on every build.



  • @Thaddeus-Delude

    You have to paste your saved inputs cause they are deleted with new builds ?

    Not very useful :s



  • 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 ?

    Also, the arrays holding the default binds have to be exactly the same as the Input.ini. /ProjectSettings/Input doesn't seem to be a good way to modify the binds. Sometimes it doesn't update accurately without launching the editor again. You can find some posts on Epics forums talking about these issues.



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

    @Thaddeus-Delude

    You have to paste your saved inputs cause they are deleted with new builds ?

    Not very useful :s

    You're welcome to re-design it if you'd like. There's a reason Rama's plugin works the way it does. I didn't design UE4's input system and I'm definitely not an expert in it. If you mess with it for a few hours, it will start to make sense. https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!

    To answer your questions, I'd have to spend a few hours reading about it again. I'm working on AI stuff at the moment and just finished a JSON/REST server browser system. That's mostly what's at the top of my mind right now. I'm not smart enough to remember things I worked on in the past without brushing up again. Sorry



  • @Thaddeus-Delude

    Thank you for the help



  • Why is the current number 1? There are 2 people in my room. bug?



  • Why is the current number 1? There are 2 people in my room. bb bug?



  • @like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    Why is the current number 1? There are 2 people in my room. bb bug?

    The menu system has no game play implemented features and as a result the player count isn't updated. You'll have to implement your own session updating blueprints. It would be fairly easy. You just update the session information when the number of players change.



  • How do I update this session information? I see in the node that UpdateSession uses this node to update the information? Is it updated on the server side?!0_1495003032234_111.png



  • Hello, can you provide a solution? How do I update the current number? For example, the current number of players is 3. How can I update this? The current number is 3



  • I always failed to use updatesession. What's the reason for this? 急急急在线等待,请作者看看



  • 作者 没搞懂你为什么不直接把这些功能搞好呢?搞的云里雾里的,不太清楚哈,你自己也说很简单,既然那么简单,就加上去啊,多省事呀



  • Updatesession failed to update continuously in lan... Is this right? Or BUG?



  • When I use updatesession on the server, the client can't find the host server,..why



  • 好了 我自己解决了 谢谢。。。



  • @like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    Updatesession failed to update continuously in lan... Is this right? Or BUG?

    The menu uses Advanced Sessions Plugin - https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin

    I'm looking into the problem. 我是汉语初学者。 不好意思

    Edit: Hang on, there might be a deeper issue here. My mistake, sorry. I'll post how to get player counts to work. I just tested it in LAN. I need to test Steam as well. For LAN, you can use "Get Max Players" and "Get Current Players" inside "WidgetBlueprint'/Game/Cardinal/MainMenu/Blueprints/UI/PlayGamePanels/ServerList.ServerList'" Functions "BuildInternetListenSearchResults" and "BuildLANSearchResults." I think there are still bugs with this feature in Dedicated Server builds.

    Edit2: Steam doesn't update playercounts correctly using this method. Session Update and Session Extra Settings method may work though. I'll try that in a bit.



  • Thank you very much. I've already solved the problem. As you said, I'll update session in the game.



  • @Thaddeus-Delude Hello, buddy, do you have a QQ or a WeiXin? Add a regular connection!



  • This post is deleted!


  • The project has been released for Unreal Engine 4.16 today. Major changes for this release includes making the Escape Key always open InGameMenu despite binds, the project now updates the number of players currently in session, and fixes the default binds not working when first compiling the project.

    Also, Victory Plugin and GamepadUMGPlugin still use a TargetInfo argument instead of the new ReadOnlyTargetRules argument and as a result they throw errors. Rama will likely fix this issue soon. LoadingScreen plugin had compile issues in 4.16 and a version a few commits earlier was used instead. The project was updated to use ReadOnlyTargetRules arguments.

    Please post if you find any bugs.



  • @Thaddeus why ping is 9999?help me



  • @Thaddeus why steam ping is 9999???head big....



  • @like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

    @Thaddeus why ping is 9999?help me

    Ping isn't implemented in online session. This is on the engine side of things. It may be implemented in the future by Epic. You can program your own solution or another way around it is to fetch the server's external IP, put the IP in the session info, and use PingPlugin at https://github.com/DescendentStudios/PingPlugin.



  • Hi, I'm on Unreal 4.16.1 with the most recent version of the menu system. I followed the directions to import this into an existing project, but have many unknown reference errors. One for example is in the MainMenu widget BP: "Menu Button Line", "Get All Buttons", "Un Select All" are all unknown variables/functions. I could start over and try again in case I made a mistake, but maybe you could easily tell what I have missed. Where are these functions defined? Thanks for any help.



  • Okay, I understand a bit better now. I guess the "Menu Button Line" does not exist because the RadioButtonLine BP contains errors. All of the construct functions in the widgets have their class undefined. I'm not sure how this happened, but everything is all messed up now. I will try to reimport the files.



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

    Hi, I'm on Unreal 4.16.1 with the most recent version of the menu system. I followed the directions to import this into an existing project, but have many unknown reference errors. One for example is in the MainMenu widget BP: "Menu Button Line", "Get All Buttons", "Un Select All" are all unknown variables/functions. I could start over and try again in case I made a mistake, but maybe you could easily tell what I have missed. Where are these functions defined? Thanks for any help.

    I've had these problems a few times in this project and in others and I'm not sure exactly what caused them. Sometimes going into the BP file and pressing compile fixes the issues. Sometimes I have to reimport things. Other times it's because of different engine versions. You said you used 4.16, so I don't think that would be the issue. You can try compiling the BPs. Sometimes it's easier to re-create the variables or drop the nodes again. It kind of depends on how many were not found. If I find an answer, I will post it here.



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

    u Button Line" does not exist because the RadioButtonLine BP contains errors. All of the construct functions in the widgets have their class undefined. I'm not sure how this hap

    Can you open RadioButtonLine BP and fix the errors? It may just need a re-compile. It's located at WidgetBlueprint'/Game/Cardinal/MainMenu/Blueprints/UI/Elements/RadioButtonsLine.RadioButtonsLine'. I've had weird issues with importing and exporting. If you have to re-arrange directory structures, I move things in the starting project first before importing them to minimize weird issues. You can try packaging CardinalMenu before importing first. Maybe that will help.



  • Thanks, I believe my problem was from not retaining the directory structure. I used the migrate function to transfer the folders from the example project, and all is working fine now.



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

    Thanks, I believe my problem was from not retaining the directory structure. I used the migrate function to transfer the folders from the example project, and all is working fine now.

    Good to hear it worked. Thanks for reporting back.



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

    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.

    Thanks! I haven't gotten it to work. I tried for a bit. It's quite complicated to get steam online sessions to work with dedicated servers. For the project I'm working on, I fetch the server's external IP then I use VaRest plugin to write the IP to a simple database (CouchDB) with a time stamp. Then I have clients fetch the list of servers on the database and filter out ones that are more than X minutes old. I have live servers write their current times every few minutes. This way there is a basic list of live servers the clients can fetch. They connect using the open "ip" console command. It makes the server list lightning fast. CouchDB is pretty cool but difficult to use. There are other similar database systems out there. I've seen some people use MySQL. I think that's resource overkill personally. Especially if you run a resource limited VPS. JASON and a simple database work well.

    I'll release this method once the project is done. I'm hoping, in the mean time, better support for Steam dedicated servers will come out. I don't want to re-invent the wheel. I've tried that in the past only to have the feature come out a bit after I finished it.



  • Hi, I downloaded your project files, but when I need to rebuild I get error: "CardinalMenu could not be compiled. Try rebuilding from source manually". I tried on every version of your project, on 3 different pc and no luck, please can you help me? I use Microsoft Visual Studio 2015 Enterprise



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

    Hi, I downloaded your project files, but when I need to rebuild I get error: "CardinalMenu could not be compiled. Try rebuilding from source manually". I tried on every version of your project, on 3 different pc and no luck, please can you help me? I use Microsoft Visual Studio 2015 Enterprise

    Do you have this problem on all UE4 projects with source code? I've had this problem for many various reasons in the past. You can try this.

    Right click on CardinalMenu.uproject and select Generate Visual Studio project files. It should have created CardinalMenu.sln in the same directory.
    Open CardinalMenu.sln
    In Solution Explorer (typically on the right) open Games -> CardinalMenu
    Right click on CardinalMenu in Solution Explorer and click rebuild.
    A log should appear on the bottom and show you errors.
    Paste this log here and I'll look at it.

    Other Possible Solutions
    A common problem I get is Visual Studio logs my credentials out for some reason. I have to open Visual Studio and on the top right there's a drop down arrow and it says "An error has occurred and we can no longer retrieve user information for... " I then have to log in. This might be in Community Edition only though. I haven't used the enterprise version of VS 2015. Only older versions.

    Another problem is the C++ compile add ons might not be included with your install of VS2015. Is this the first project you've used for UE4? Usually this happens when someone first starts messing around with Unreal 4 or they are using a new computer. Here's the solution.
    "Visual Studio 2015 (VS2015) doesn't install C++ tooling support by default. When installing VS2015, choose Custom installation and then choose the C++ components that you'll need for your workflow. If you've already installed Visual Studio 2015, choose File > New > Project > C++ to install C++."



  • Hi, everyone! Thank you for the excellent work here! I'm learning a lot!

    I've integrated the Cardinal menu into my project and I'm having one issue with key bindings. My game has seven action inputs and two of them do not work after remapping for PC. Only three inputs work on an XBOX controller. The working XBOX actions are different than the working PC actions.

    I have the defaults setup, actions are in alphabetical order, and I see the Input's swap under project settings.

    Any ideas?



  • This post is deleted!


  • Here are where the controls are stored.

    Input.ini and in your project configs
    The DefaultActionBinds in ControlsSettingsDetails located at /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
    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 such as Mathew Wadstein's BindableKeys system. (Bypassing UE4's method basically)



  • Sorry I couldn't be much more help. I'm out of town for the US holiday weekend. I will be back on Monday and take a look at the input system and see if I find any issues. I need to make the new release for 4.17 as well. Hopefully the plugins have no problems with the new engine. That is why we wait a bit for new releases.



  • I'm going to make the instructions more reader friendly next week as well. The forum software's plugin for "spoilers" is no longer working. I was hiding the instructions with dynamic buttons that hide the different instructions settings to make it more readable.



  • A few of the plugins are not working for 4.17 yet. It will be a bit before the 4.17 version is released.



  • The menu system for Unreal Engine 4.17 has been released. It includes an in game return to game button and a debug print to screen fix.



  • when i test the project with not run steam , it cant find hostgame list , LAN not work. do you have this issue ?



  • have somebody test project with LAN ?



  • All of my previous test have worked. I will test it right now.

    Edit: Strange, it doesn't appear to be working on Ethernet to WiFi LANs on my network. (Could be related to how my network is set up) I'll check Ethernet to Ethernet. I'm looking into it. I've experienced some cases where certain types of network setups didn't show LAN games or took a long time for them to appear.

    I'm looking into Advanced Sessions Plugin and the BP nodes. I'll hopefully have fix tomorrow. Very little has changed in 4.15-4.17 versions.

    Edit 2: It works in editor. Looking into network related things.

    Edit 3: Standalone works as well. Hmm, looking into possible packaged version configuration file problems.

    Edit 4: Packaged LAN search and join works on the same PC when launching two instances. Going to try ethernet via switch LAN on two PCs.

    Edit 5: It works on LAN network via wired on a local switch. It did not work on WiFi via WiFi Access Point to a wired client. I don't know why. It must have something to do with how Epic designed the sessions broadcasting over the network. My guess is that there's a broadcast packet that's being blocked by my access point.

    Did you try LAN over wired networks? Or did you use WiFi?



  • The menu system for Unreal Engine 4.18 has been released.



  • @Thaddeus thanks



  • @Thaddeus Now there is a problem, your project test, steam, host, other clients do not search or link up, what's the matter? Ask for help



  • @Thaddeus Using LAN testing, filtering is invalid



  • @like3727
    Hmm, I didn't experience that problem. What version did you test? What region of the world are you in? How are you testing it? Are you testing LAN on a wired network or wireless? Separate devices? Did you investigate routers for port forwarding issues with steam? I tested the project locally in the Midwest of the United States and also on a wired switch using laptops and a desktop. Discovering sessions on a LAN can take a while.

    I wonder if your Steam problem has something to do with the test App ID and what region you are located in? They are region locked to my understanding, meaning you have to test it in the same geographical location unless you have your own App ID. On LAN, were you working on WiFi? LAN uses Epic's default online subsystem and I've had problems with it on some networks depending on how they are configured.

    The project uses Advanced Sessions Plugin. Maybe your answer is in there?

    As far as filtering goes, it's fairly simple how it works but isn't really used by the example project. It looks at the extra variables passed by the online session and removes them accordingly. It might require a bit tweaking depending on how you want to set up your project. (For example, filtering by maps would require more maps than the test project has.)

    Thanks for checking out the project. Hopefully you find something useful about it.



  • Hi there, I get this error everytime I try compiling with Visual Studio 2017. It does not let me do so with 2015, it says that the project is incompatible with that Visual Studio version. Any help would be greatly appreciated. Thank You.


    1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
    2>------ Build started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
    2>Compiling game modules for hot reload
    2>Performing 1 actions (4 in parallel)
    2>[1/1] Link UE4Editor-CardinalMenu-9919.dll
    2>LINK : fatal error LNK1181: cannot open input file 'C:\Program Files\Epic Games\UE_4.18\Engine\Plugins\AdvancedSessions\AdvancedSessions\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-AdvancedSessions.lib'
    2>ERROR : UBT error : Failed to produce item: D:\CardinalMenu_Project_v171227_418\CardinalMenu_Project_v171227_418\Binaries\Win64\UE4Editor-CardinalMenu-9919.dll
    2>Total build time: 1.08 seconds (Local executor: 0.00 seconds)
    2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.18\Engine\Build\BatchFiles\Build.bat" CardinalMenuEditor Win64 Development "D:\CardinalMenu_Project_v171227_418\CardinalMenu_Project_v171227_418\CardinalMenu.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
    2>Done building project "CardinalMenu.vcxproj" -- FAILED.
    ========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========



  • @Thaddeus The previous test was correct, and it was not correct to start the test after yesterday.



  • @Thaddeus 4.14 version, I was in Chongqing, China, wired network, different computer test, opened steam, set up a host computer, other computer connections failed to search for this host. It was all right before, it was yesterday, the test connection was not up, the search was not the host.
    双语对照



  • test App ID 480



  • Search LAN is ok, open steam, search the host is fail....



  • Do you have any contact?



  • 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.



  • @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.



  • @like3727

    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.)

    0_1517399072642_forum-question-working.JPG

    0_1517399089594_forum-question.JPG

    0_1517399101990_lan-works.JPG

    0_1517399111924_working-lan.JPG



  • @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?alt text



  • 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.ini

    Did 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.



  • @SkillzKilli

    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 specified

    Command: 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 found

    What 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 specified

    Command: 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 found

    What 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!



  • @Exdraz

    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.



  • @Thaddeus

    Does this support Inviting friends directly via Steam?



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

    @Thaddeus

    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.



  • @Thaddeus

    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:

    @Thaddeus

    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.



  • Ok is there a way we can talk one on one? I went ahead and paid for my steam partnership and so i can make games for steam and get my own storefront and app-id but need some help setting up the the project. Do you have a chat we can use to talk.. email is to slow want to get this project moving but need some help with it but we can get more in to the details in a chat.



  • @playstationkings What details do you want to go into? Troubleshooting is discussed here so other people can read through the posts and find answers that might have already been addressed.



  • Ok i made a UE4 Source build on 4.19.2 i made a project and add your menu to it following HOW TO IMPORT CARDINAL MENU TO YOUR PROJECT guide. I got the game to play as standalone game and when i play and hit shift+tab i got it to work with my app-id now it shows my game name instead of SpaceWar but when i go to friends list or network or any thing that has to do with a server it says fail to connect how can i fix this.



  • @playstationkings So your hosted server shows up on the list of servers but when a client clicks to connect to the server it fails to connect?

    Off the top of my head it's likely one of two problems:

    1. BP_GameInstance isn't set as the default Game Instance Class in Project Settings - Maps & Modes (Located at: Blueprint'/Game/Cardinal/MainMenu/Blueprints/BP_GameInstance.BP_GameInstance')
    2. Or a firewall is blocking connection to the host.

    You're using two different steam accounts to test a client joining the host, right?

    To help troubleshooting, I'd take a look at the project settings in an unmodified version of the project. I've forgotten to set some of them before. I've also seen the values randomly change too and I'm not sure why.

    If you're running the game in editor and not a packaged / built copy of the game, make sure you're playing as "Standalone Game" and not "Play In Editor."

    Also, as a side note: In WidgetBlueprint'/Game/Cardinal/MainMenu/Blueprints/UI/PlayGamePanels/HostGame.HostGame' is where the Steam session properties are set. The server browser looks for those properties when making the list of hosted games. That's where you can modify those settings.

    Maybe that helps? There's a lot of blueprints going on in this project. It might take a while to get a good idea of what all is going on but it should still be a lot easier than building your own from the ground up. Let me know if you figure out what was wrong. If you find a problem in the unmodified version of the project, let me know and I'll be able to better look into it. Goodluck