Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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.
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Steam friend avatars were fixed. They are not functioning correctly in UE4.15 until Cardinal Menu v170405_415.
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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.
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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.
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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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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 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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I pressed set default controls and it deleted all the controls, how can i come back to normal ?
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@Thaddeus-Delude
Where are the default inputs ? not in DefaultInput it seems
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@Thaddeus-Delude
Where are the default inputs ? not in DefaultInput it seems
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Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I pressed set default controls and it deleted all the controls, how can i come back to normal ?
Here are where the controls are stored.
- Input.ini and in your configs
- The DefaultActionBinds in ControlsSettingsDetails located at /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
- DefaultAxisBinds located in RAMA-AxisControls at /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls
The order matters to the engine. It should be alphabetical. To my knowledge, nobody has come up with a better method without programming one or using a form of real time binds on every tick. (Bypassing UE4's method basically) It's a pain to work with. Good luck!
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Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I pressed set default controls and it deleted all the controls, how can i come back to normal ?
Before changing anything, I'd try closing the editor and launching it again. If you're in a packaged build, check your Input.ini to make sure the binds are there. I have to manually paste them on every build.
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@Thaddeus-Delude
You have to paste your saved inputs cause they are deleted with new builds ?
Not very useful :s
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Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I pressed set default controls and it deleted all the controls, how can i come back to normal ?
Also, the arrays holding the default binds have to be exactly the same as the Input.ini. /ProjectSettings/Input doesn't seem to be a good way to modify the binds. Sometimes it doesn't update accurately without launching the editor again. You can find some posts on Epics forums talking about these issues.
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Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
@Thaddeus-Delude
You have to paste your saved inputs cause they are deleted with new builds ?
Not very useful :s
You're welcome to re-design it if you'd like. There's a reason Rama's plugin works the way it does. I didn't design UE4's input system and I'm definitely not an expert in it. If you mess with it for a few hours, it will start to make sense. https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!
To answer your questions, I'd have to spend a few hours reading about it again. I'm working on AI stuff at the moment and just finished a JSON/REST server browser system. That's mostly what's at the top of my mind right now. I'm not smart enough to remember things I worked on in the past without brushing up again. Sorry
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@Thaddeus-Delude
Thank you for the help
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Why is the current number 1? There are 2 people in my room. bug?