Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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 -
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.
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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?
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@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.
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@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.
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I'm having another issue now where the character loads into the world but you can't control it at all.
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@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.
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@thaddeus @thaddeus I'm gonna do some research and see if I can figure out a different way of getting it to work since it's almost work exactly as it should I didn't end up using the UMG plugin for 4.23 since I don't think it's released yet I'm gonna go through another version and see if that is the problem or if I've maybe missed a part
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@thaddeus Turns out the issue was a small mistake on my part. I was using a GameModeBase instead of GameMode
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@itachi I'm glad you were able to figure it out. Thanks for reporting back
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When trying to 'Generate Visual Studio' part for UE4.24, I am getting this error "'UnrealBuildTool.UnrealTargetPlatform' does not contain a definition for 'HTML5'
ERROR: Unable to compile source files.". Googling, this 'HTML5 feature' is no longer supported in 4.23... So, perhaps a new version is needed for being able to use in 4.23+ versions? I would really appreciate it if this could be done -
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
When trying to 'Generate Visual Studio' part for UE4.24, I am getting this error "'UnrealBuildTool.UnrealTargetPlatform' does not contain a definition for 'HTML5'
ERROR: Unable to compile source files.". Googling, this 'HTML5 feature' is no longer supported in 4.23... So, perhaps a new version is needed for being able to use in 4.23+ versions? I would really appreciate it if this could be doneThe menu has pages under the About section called Our Organization Game Homepage and Donate that load webpages. My guess is these pages along with the web browser plugin are what is causing the issue. I'd have to look into it further to know for sure.
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BTW, I am also using visual studio 2019 community version which is the latest.
What I tried to do:
Phase 1:
1- modified the C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary.cs file to omit the checking for HTML5
2- Logged into visual studio
3- Execute the CardinalMenu.project file,
Got compiler error: "CardinalMenu could not be compiled. Try rebuilding from source manually"Phase 2:
1- Rebuild via visual studio's Solution Explorer:
Error log:
1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
1>Cleaning CardinalMenuEditor and UnrealHeaderTool binaries...
1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
1>Creating makefile for CardinalMenuEditor (no existing makefile)
1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\PingPlugin\Source\Ping\Ping.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\Ping\Public' does not exist.
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\VictoryBPLibrary\Public' does not exist.
1>Parsing headers for CardinalMenuEditor
1> Running UnrealHeaderTool "C:\Learn\Unreal\4.24\CardinalMenu\CardinalMenu.uproject" "C:\Learn\Unreal\4.24\CardinalMenu\Intermediate\Build\Win64\CardinalMenuEditor\Development\CardinalMenuEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h(247) : LogCompile: Error: 'SteamAvatarSize' does not have a 0 entry! (This is a problem when the enum is initalized by default)
1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamWorkshopLibrary.h(173) : LogCompile: Error: 'FBPSteamResult' does not have a 0 entry! (This is a problem when the enum is initalized by default)
1>Done building project "CardinalMenu.vcxproj".
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ========== -
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
BTW, I am also using visual studio 2019 community version which is the latest.
What I tried to do:
Phase 1:
1- modified the C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary.cs file to omit the checking for HTML5
2- Logged into visual studio
3- Execute the CardinalMenu.project file,
Got compiler error: "CardinalMenu could not be compiled. Try rebuilding from source manually"Phase 2:
1- Rebuild via visual studio's Solution Explorer:
Error log:
1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
1>Cleaning CardinalMenuEditor and UnrealHeaderTool binaries...
1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
1>Creating makefile for CardinalMenuEditor (no existing makefile)
1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\PingPlugin\Source\Ping\Ping.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\Ping\Public' does not exist.
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\VictoryBPLibrary\Public' does not exist.
1>Parsing headers for CardinalMenuEditor
1> Running UnrealHeaderTool "C:\Learn\Unreal\4.24\CardinalMenu\CardinalMenu.uproject" "C:\Learn\Unreal\4.24\CardinalMenu\Intermediate\Build\Win64\CardinalMenuEditor\Development\CardinalMenuEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h(247) : LogCompile: Error: 'SteamAvatarSize' does not have a 0 entry! (This is a problem when the enum is initalized by default)
1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamWorkshopLibrary.h(173) : LogCompile: Error: 'FBPSteamResult' does not have a 0 entry! (This is a problem when the enum is initalized by default)
1>Done building project "CardinalMenu.vcxproj".
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========Did you download the new versions of the plugins? Like Rama's Victory Plugin?
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required -
No, I have not downloaded this new one.
Looking into this issue further, visual studio 2019's indicates that it is flagging this compiler issue as an error now (see https://docs.microsoft.com/en-us/visualstudio/code-quality/ca1008?view=vs-2017#configurability), perhaps previous version of visual studio was ok with it. So looks like the source of the problem is in AdvancedSteam related? -
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
No, I have not downloaded this new one.
Looking into this issue further, visual studio 2019's indicates that it is flagging this compiler issue as an error now (see https://docs.microsoft.com/en-us/visualstudio/code-quality/ca1008?view=vs-2017#configurability), perhaps previous version of visual studio was ok with it. So looks like the source of the problem is in AdvancedSteam related?It could be related to Advanced Sessions. I'd make sure the latest plugins are used. Here is Advanced Sessions Plugin.
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So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
Here is the current VaRest. https://github.com/ufna/VaRest
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
GamepadUMG is kind of abandoned. This person claims to have it working for 4.24. We might remove it in the next release. It's been a lot of trouble for us. If you don't need controller support, I'd just remove parts of the blueprints that call the GamepadUMG nodes. A lot of people have been trying to figure out how to fix it over the past year or so. https://sb1985.com/other-2/gameplay/how-to-move-the-mouse-cursor-using-the-gamepad/
It's easy to find the GamepadUMG nodes if you just disable the plugin. They will show up as errors when you load your project. Goodluck
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
I'm looking at 4.24 right now. I'll see if there's a weird issue with updating to that version of the engine.
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said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
Thanks for appreciating the work we put in. I just opened the project and I noticed for some reason the enumerations aren't working. That's strange. I'm working on figuring out why right now.