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

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  • ? This user is from outside of this forum
    LaMite
    last edited by Dec 10, 2018, 5:21 AM

    Hi , i am on 4.21.1 and i can't Build
    Error : CardinalMenu could not be compiled. Try rebuilding from source manually

    ? 1 Reply Last reply Dec 10, 2018, 5:38 AM Reply Quote 0
    • ? This user is from outside of this forum
      LaMite @Guest
      last edited by Dec 10, 2018, 5:38 AM

      My bad i have DL 4.20.

      The project work, perfect !

      thx you for your work 🙂

      T 1 Reply Last reply Dec 10, 2018, 6:17 AM Reply Quote 0
      • T Offline
        Thaddeus @Guest
        last edited by Dec 10, 2018, 6:17 AM

        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.

        1 Reply Last reply Reply Quote 0
        • ? This user is from outside of this forum
          Guest
          last edited by Dec 21, 2018, 7:41 PM

          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 ==========

          T 1 Reply Last reply Dec 22, 2018, 9:24 PM Reply Quote 0
          • T Offline
            Thaddeus @Guest
            last edited by Dec 22, 2018, 9:24 PM

            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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            • D Offline
              Dean
              last edited by Jul 8, 2019, 9:35 PM

              HI,

              As usual, I'm late to the party and have only just discovered this gem. I have two questions:

              1. Is it still under active development?
              2. Do you plan to release a version for 4.22?

              Thanks

              T 1 Reply Last reply Jul 9, 2019, 4:57 AM Reply Quote 0
              • T Offline
                Thaddeus @Dean
                last edited by Jul 9, 2019, 4:57 AM

                @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.

                D 1 Reply Last reply Jul 9, 2019, 1:54 PM Reply Quote 0
                • D Offline
                  Dean @Thaddeus
                  last edited by Jul 9, 2019, 1:54 PM

                  @thaddeus Thanks. I look forward to seeing where you take this very cool initiative.

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                  • ? This user is from outside of this forum
                    Guest
                    last edited by Aug 19, 2019, 8:03 PM

                    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

                    T 1 Reply Last reply Aug 22, 2019, 7:14 PM Reply Quote 0
                    • T Offline
                      Thaddeus @Guest
                      last edited by Aug 22, 2019, 7:14 PM

                      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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                      • ? This user is from outside of this forum
                        Guest
                        last edited by Aug 31, 2019, 5:04 PM

                        Hello, I´m testing the project in unreal 4.21 with two diferent steam accounts and network connections. I´ve 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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                        • T Offline
                          Thaddeus
                          last edited by Aug 31, 2019, 5:52 PM

                          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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                          • I Offline
                            ITACHI
                            last edited by Sep 22, 2019, 10:51 AM

                            Is there a way I can change the character to my own without breaking the whole thing?

                            T 1 Reply Last reply Sep 22, 2019, 8:37 PM Reply Quote 0
                            • H Offline
                              hancuk
                              last edited by Sep 22, 2019, 5:05 PM

                              This post is deleted!
                              1 Reply Last reply Reply Quote 0
                              • T Offline
                                Thaddeus @ITACHI
                                last edited by Sep 22, 2019, 8:37 PM

                                @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.

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                                • I Offline
                                  ITACHI
                                  last edited by Sep 23, 2019, 5:47 PM

                                  I've been trying to completely recreate the project in unreal engine 4.23 but I'm having a problem with the Enum_Maps it in game instead of showing with the names it show 0 1 2 do you know what the problem could be?

                                  T 1 Reply Last reply Sep 23, 2019, 10:33 PM Reply Quote 0
                                  • T Offline
                                    Thaddeus @ITACHI
                                    last edited by Thaddeus Sep 23, 2019, 7:45 PM Sep 23, 2019, 10:33 PM

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

                                    I've been trying to completely recreate the project in unreal engine 4.23 but I'm having a problem with the Enum_Maps it in game instead of showing with the names it show 0 1 2 do you know what the problem could be?

                                    It sounds like a bug with migration between the engine versions. Maybe recreating the blueprint will help? Or dropping the node that calls the enums again. I've seen various bugs like this in the past. I was hoping Epic would get their new online framework released but they recently announced they delayed it. That's why this project is on standby.

                                    I 1 Reply Last reply Sep 23, 2019, 10:39 PM Reply Quote 0
                                    • I Offline
                                      ITACHI @Thaddeus
                                      last edited by Sep 23, 2019, 10:39 PM

                                      @thaddeus I deleted my ones and migrated over the ones from the 4.21 version and that seemed to fix it. I'm not exactly sure what was causing the problem.

                                      1 Reply Last reply Reply Quote 0
                                      • I Offline
                                        ITACHI
                                        last edited by Sep 23, 2019, 10:56 PM

                                        I'm having another issue now where the character loads into the world but you can't control it at all.

                                        T 1 Reply Last reply Sep 24, 2019, 12:35 AM Reply Quote 0
                                        • T Offline
                                          Thaddeus @ITACHI
                                          last edited by Thaddeus Sep 23, 2019, 7:49 PM Sep 24, 2019, 12:35 AM

                                          @itachi 4.23.0 probably has bugs that need to be fixed with its first patch. Generally I try to wait until at least the x.x.1 release or further depending on how many new features they put in place. I've noticed development of the engine and community participation has slowed a lot over the past couple years. I wouldn't be surprised if there's still some weird bugs that can be difficult to sort out until some of the very experienced or big projects come across it.

                                          I think they changed the method player controller takes control of a character. I remember someone posting about that. I'm not quite sure what they changed. In my experience, replacing the nodes sometimes works. Other times the whole method of client or server side controller stuff needs to be reworked. Usually it just takes a bit of tinkering. Luckily this part of the menu system is very basic and really just there as an example. Most of this project's work is in the UMG and online sessions part.

                                          It could also be the UMG Controller plugin. So many people have been having problems with it, that I'm considering removing the plugin. I'm not sure if anyone knows how to fix it. A quick glance at the plugin's forum page will show you the various issues people report. Personally, it's always worked for me but people are reporting problems. I've not tested it further outside of my own personal setup. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/58523-gamepad-friendly-umg-~-control-cursor-with-gamepad-analog-stick-easily-click-buttons

                                          For example, like maybe 10 versions ago they changed some stuff with physics and I had one heck of a problem getting physics actors to ragdoll again without weird problems. I had to completely rework how I did that. My guess it probably just needs the node replaced possibly.

                                          Thank you for going through this and seeing what things are the hangups on this release. I've been waiting (I guess fuitlessly) for the new online framework to come out since I don't want to re-invent the wheel. But I guess it won't come out till next year now. I thought it'd be out in July 2019.

                                          Goodluck with your project! Sorry I can't be of too much help.

                                          I 2 Replies Last reply Sep 24, 2019, 5:43 AM Reply Quote 0
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