Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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.
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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
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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
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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.
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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?
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@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.
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@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.
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@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.
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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.
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@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.
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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.
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@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:
- 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')
- 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
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The forums are now back online. The server hosting our services suffered a drive failure and the system had to be shut down to rebuild the array.
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The project was released for Unreal Engine 4.20 a few days ago.
This version fixes issues with controller joystick movement input breaking after returning to the main menu and the need to manually place control input config files into your packaged game.
Let us know if you find any bugs.
Download it here: https://metahusk.com/cardinal-menu/
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Hi, sorry to bother you. I'm using 4.19 version of your project and I tested Steam Party with 3 different computers and everytime it doesn't show ping of session, always show "-". Client successfully receive host ip address (I checked via print screen function). Does this happen to you? I know that Unreal have problem with Steam ping so we have to use additional plugin. BTW keep up the good work!
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Hi, sorry to bother you. I'm using 4.19 version of your project and I tested Steam Party with 3 different computers and everytime it doesn't show ping of session, always show "-". Client successfully receive host ip address (I checked via print screen function). Does this happen to you? I know that Unreal have problem with Steam ping so we have to use additional plugin. BTW keep up the good work!
Are you testing them on different networks with a separate WAN address?
It happens on a lot of people's networks because it's ICMP pinging the router and a lot of routers reject ping requests for security reasons. I turn on "respond to pings" on my router. (Some routers don't give this option for some reason, they just reject all pings. They get rejected to stop botnets from scanning the internet for live IP addresses.) The ping method in this project doesn't do a NAT punchthrough for the ping on the local client, it's just a simple ping to the WAN address.
On the networks I've tested: Most public WiFi's I've tried seem to respond to pings, such as Starbucks. My cellular hotspot does not allow ICMP pings to pass, I imagine this is standard on cell networks. PfSense routers do not allow ICMP pings. Most century link routers I've tested do allow pings to go through.
Maybe we should put an explanation on the network search tab in the game.
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I tested every case, ethernet to wireless, ethernet to ethernet, and wireless to ethernet. Computers are not in Lan, each is 2km away. I can't find that option in router. Thank you for quick respond, it looks like it's not a problem in us (blueprints).
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I tested every case, ethernet to wireless, ethernet to ethernet, and wireless to ethernet. Computers are not in Lan, each is 2km away. I can't find that option in router. Thank you for quick respond, it looks like it's not a problem in us (blueprints).
Maybe we will have to look into a different solution to run pings. I really don't know the percent of routers that will allow ICMP pings or not.
If your game will run mostly dedicated servers, the method will probably work better because then there's usually a direct connection or forwarding involved. The dedicated server I test with has been working well. It does take a few seconds to display the ping, though.
But if you plan on running servers hosted by local clients, this might not be the best solution if most routers in the wild won't respond to ICMP requests. Good luck
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I have a problem to find where i can change name of the playgamepanel and delete the split screen button from the menu.
can someone help me to delete this button? i only disable the window its open and change what it opens when you click on it