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

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    • ThaddeusT Offline
      Thaddeus @Guest
      last edited by

      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.

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      • ? This user is from outside of this forum
        Pepito
        last edited by

        Hello it is possible to change Axis Mapping?
        Thank you.

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          Pepito
          last edited by

          Hello it is possible to change Axis Mapping?
          Thank you.

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          • ? This user is from outside of this forum
            Guest
            last edited by

            I mean change keybinding with AxisMappings

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            • ThaddeusT Offline
              Thaddeus @Guest
              last edited by

              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.

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              • ThaddeusT Offline
                Thaddeus
                last edited by

                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.

                0_1490647573286_binds.JPG
                0_1490647558564_graphics.JPG

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                  Guest @Thaddeus
                  last edited by

                  @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

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                  • ThaddeusT Offline
                    Thaddeus @Guest
                    last edited by Thaddeus

                    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 you

                    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. Thanks

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                    • ? This user is from outside of this forum
                      PEPITO @Thaddeus
                      last edited by

                      @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. Thanks

                      You 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

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                      • ? This user is from outside of this forum
                        PEPITO @Thaddeus
                        last edited by

                        @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. Thanks

                        You 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

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                        • ? This user is from outside of this forum
                          Dasca @Guest
                          last edited by

                          Pepito is right, never seen even a package like this.
                          FIVE STARS TO ALL THE MEMBERS!!!!

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                          • ? This user is from outside of this forum
                            Dasca @Guest
                            last edited by

                            Pepito is right, never seen even a package like this.
                            FIVE STARS TO ALL THE MEMBERS!!!!

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                            • ThaddeusT Offline
                              Thaddeus
                              last edited by

                              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.

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                              • ThaddeusT Offline
                                Thaddeus
                                last edited by

                                Steam friend avatars were fixed. They are not functioning correctly in UE4.15 until Cardinal Menu v170405_415.

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                                • ? This user is from outside of this forum
                                  Guest
                                  last edited by

                                  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

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                                  • ThaddeusT Offline
                                    Thaddeus
                                    last edited by Thaddeus

                                    Is the game instance set? Sometimes it becomes unset for some reason. Especially if you migrate project files.

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                                    • ThaddeusT Offline
                                      Thaddeus @Guest
                                      last edited by Thaddeus

                                      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
                                      Davide

                                      Just 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.

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                                      • ? This user is from outside of this forum
                                        Zeroneus
                                        last edited by

                                        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

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                                          Zeroneus
                                          last edited by

                                          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

                                          ThaddeusT 1 Reply Last reply Reply Quote 0
                                          • ThaddeusT Offline
                                            Thaddeus @Guest
                                            last edited by Thaddeus

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

                                            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

                                            I'm taking a look. I think it's depreciated. The menu has been in production under a lot of different engine releases. I'll get back to you.

                                            Edit: Ah, that part is confusing and could use a lot of rework. Basically the ending parts of the function OpenDetailsContainer remove or rename the buttons on the bottom of the panels The "Apply - Defaults" button. The names are being changed on runtime or they are being hidden depending on what panel is being selected.

                                            LocalDetailsPanelID "2" is the Controls panel I believe.

                                            There were bugs with setting / rebinding controls while the game was in progress. That part makes sure you go back to the main menu to set the controls back to defaults. If I remember right, it's because of how UE4 sorts control mappings automatically. It took a long time to find a method that worked and "applying defaults" while in game caused problems. (The MainMenu map has no controls really, so you just don't see the problems when you apply defaults.)

                                            We might solve that issue in the future. It's not a huge priority right now, though.

                                            I'm not sure if that made sense? Basically, it makes it so the default controls can only be set in the MainMenu. Running through the array of default controls while the game is in progress has caused problems in testing. If that wasn't your question, let me know.

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