Community Project | Cardinal Menu System Instructions, Help, and Discussion
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
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 itOpen 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) -
Hi, I logged in to your site, both with Chrome and Firefox, but if I click on the spoiler image, it will not show me anything. Both Chrome and Firefox are updated.
Greetings
Alex CaponettoBuongiorno, ho eseguito l'accesso al vostro sito, sia con Chrome che Firefox, ma se clicco sull'immagine degli spoiler, non mi visualizza niente. Sia Chrome che Firefox sono aggiornati.
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Hi, I logged in to your site, both with Chrome and Firefox, but if I click on the spoiler image, it will not show me anything. Both Chrome and Firefox are updated.
Greetings
Alex CaponettoBuongiorno, ho eseguito l'accesso al vostro sito, sia con Chrome che Firefox, ma se clicco sull'immagine degli spoiler, non mi visualizza niente. Sia Chrome che Firefox sono aggiornati.
Sorry, we are having issues with php on our host. I've been working to resolve them. I hope to have it resolved soon.
Edit: The main website at metahusk.com is experiencing random 500 errors due to php problems. I was incorrect saying that the php problems were related to the forums at community.metahusk.com. They are hosted on different servers.
To solve your issue, I disabled the spoilers. I thought I had fixed the issue as I no longer see that problem on my end on Chrome or Firefox but apparently it is not resolved.
Thanks for reporting it.
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I noticed a bug with the source build of Unreal Engine version 4.21.0 that stops Steam clients from joining a server due to a false "out of date client" error. Using the launcher version of the engine does not have this issue. I think it may be a problem in 4.20 as well but I haven't confirmed it.
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The project has been released for Unreal Engine 4.21 today.
Let us know if you find any bugs.
Download it here:ย https://metahusk.com/cardinal-menu/
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Hi , i am on 4.21.1 and i can't Build
Error : CardinalMenu could not be compiled. Try rebuilding from source manually -
My bad i have DL 4.20.
The project work, perfect !
thx you for your work
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
My bad i have DL 4.20.
The project work, perfect !
thx you for your work
Thanks for getting back to us. Goodluck with your project.
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Can somebody please help to get this working. I have all the plugins extracted to the correct directory, I have generated the VS project files using VS community 2015 which is installed using the custom menu and making sure VS C++ is ticked but when i goto open it asks me first to install missing modules (which i'm aware is fine) then i get a messag saying "cardinalmenu could not be compiled. Try Rebuilding from source manually" please can somebody help me, i took the day off work to try and get this up and running but i can get over the first hurdle. lol
I've also tried using VS 2017 now and still have the same problem.
Heres the error log from VS if it helps:
1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
1>Cleaning CardinalMenuEditor Binaries...
1>Creating makefile for CardinalMenuEditor (no existing makefile)
1>Performing full C++ include scan (no include cache file)
1>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'NvCloth' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073: The command "D:\Games\UE4\UE_4.21\Engine\Build\BatchFiles\Rebuild.bat CardinalMenuEditor Win64 Development "C:\Users\Bone\Desktop\CardinalMenu_Project_v181120_421\CardinalMenu_Project_v181120_421\CardinalMenu.uproject" -WaitMutex -FromMsBuild" exited with code -1.
1>Done building project "CardinalMenu.vcxproj" -- FAILED.
========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ========== -
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Can somebody please help to get this working. I have all the plugins extracted to the correct directory, I have generated the VS project files using VS community 2015 which is installed using the custom menu and making sure VS C++ is ticked but when i goto open it asks me first to install missing modules (which i'm aware is fine) then i get a messag saying "cardinalmenu could not be compiled. Try Rebuilding from source manually" please can somebody help me, i took the day off work to try and get this up and running but i can get over the first hurdle. lol
I've also tried using VS 2017 now and still have the same problem.
Heres the error log from VS if it helps:
1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
1>Cleaning CardinalMenuEditor Binaries...
1>Creating makefile for CardinalMenuEditor (no existing makefile)
1>Performing full C++ include scan (no include cache file)
1>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'NvCloth' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073: The command "D:\Games\UE4\UE_4.21\Engine\Build\BatchFiles\Rebuild.bat CardinalMenuEditor Win64 Development "C:\Users\Bone\Desktop\CardinalMenu_Project_v181120_421\CardinalMenu_Project_v181120_421\CardinalMenu.uproject" -WaitMutex -FromMsBuild" exited with code -1.
1>Done building project "CardinalMenu.vcxproj" -- FAILED.
========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========I'm assuming you're the one who had problems with this and posted in the forums? If so, I'm glad you were able to figure it out by trying a different machine.
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HI,
As usual, I'm late to the party and have only just discovered this gem. I have two questions:
- Is it still under active development?
- Do you plan to release a version for 4.22?
Thanks
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@dean Yeah, we plan on developing further but the project has been on standby until Epic releases their new online sessions stuff. We don't want to re-invent the wheel if something big changes with the engine. Upgrading to the next engine versions should be fairly easy. You might have to download each plugin individually though. The gamepad plugin is having issues, though.
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@thaddeus Thanks. I look forward to seeing where you take this very cool initiative.
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Has anyone used this with a dedicated server. I would like to have this menu setup, but I would like to run a dedicated server and not hosted servers
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Has anyone used this with a dedicated server. I would like to have this menu setup, but I would like to run a dedicated server and not hosted servers
Yes, I've heard back from a few people who have modified this project to use dedicated servers. We have been waiting for Epic to further develop their new online sessions system. I think they are targeting the end of the year but it seems like they are making slow progress on its release.
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Hello, Iยดm testing the project in unreal 4.21 with two diferent steam accounts and network connections. Iยดve always got the same problem the ping is "-". In addition, If I' tried to get the real ping. I mean removing login in the ping plugin widget, I have always a 9999 ping. Somebody has the same problem?, How can I get the right ping?. By the way, thank metahusk for this template.
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The 9999 ping is because Epic only has it working for dedicated servers. Also, the ping plugin has been having issues on some setups and that's why it throws a "-" or a "?". Sometimes after a while the actual ping will show up. I think they are firewall issues. I know some Wireless Access Points will block the ping traffic along with some local and network firewalls. The ping plugin is simple and doesn't have a way to open ports automatically. Using it on a VPS linux machine to host, I haven't had issues. But I haven't used wireshark or anything to try and discover why some Windows machines are having issues. The ping plugin has gone out of support with the original developer. They are using a much older version of UE4 with their project. Personally, I've been waiting for Epic's new online framework to investigate further. If you figure out how to get it to work on your setup, tell us what was blocking the ping and what you did to get it to work?
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Is there a way I can change the character to my own without breaking the whole thing?
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@itachi said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Is there a way I can change the character to my own without breaking the whole thing?
Yes, it works similarly to any free project out there. The character is just spawned server side in a blueprint. The "multiplayer" side of the game isn't anything special. You just have to find all references to the character being spawned and change them.
ThirdPersonExample contains the example "game" blueprints. Off the top of my head, ThirdPersonGameMode set the default Pawn Class and Controller Class. They load ThirdPersonCharacter and ThirdPersonPlayerController.
For a multiplayer game, you'd have to design all the multiplayer logic like how the server decides to spawn your players and so on.