Community Project | Cardinal Menu System Instructions, Help, and Discussion
-
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. -
@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 youYou'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.iniAnd 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. ThanksYou 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. ThanksYou 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
DavideJust 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