Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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?
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Why is the current number 1? There are 2 people in my room. bb bug?
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@like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Why is the current number 1? There are 2 people in my room. bb bug?
The menu system has no game play implemented features and as a result the player count isn't updated. You'll have to implement your own session updating blueprints. It would be fairly easy. You just update the session information when the number of players change.
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How do I update this session information? I see in the node that UpdateSession uses this node to update the information? Is it updated on the server side?!
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Hello, can you provide a solution? How do I update the current number? For example, the current number of players is 3. How can I update this? The current number is 3
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I always failed to use updatesession. What's the reason for this? 急急急在线等待,请作者看看
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作者 没搞懂你为什么不直接把这些功能搞好呢?搞的云里雾里的,不太清楚哈,你自己也说很简单,既然那么简单,就加上去啊,多省事呀
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Updatesession failed to update continuously in lan... Is this right? Or BUG?
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When I use updatesession on the server, the client can't find the host server,..why
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好了 我自己解决了 谢谢。。。
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@like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Updatesession failed to update continuously in lan... Is this right? Or BUG?
The menu uses Advanced Sessions Plugin - https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin
I'm looking into the problem. 我是汉语初学者。 不好意思
Edit: Hang on, there might be a deeper issue here. My mistake, sorry. I'll post how to get player counts to work. I just tested it in LAN. I need to test Steam as well. For LAN, you can use "Get Max Players" and "Get Current Players" inside "WidgetBlueprint'/Game/Cardinal/MainMenu/Blueprints/UI/PlayGamePanels/ServerList.ServerList'" Functions "BuildInternetListenSearchResults" and "BuildLANSearchResults." I think there are still bugs with this feature in Dedicated Server builds.
Edit2: Steam doesn't update playercounts correctly using this method. Session Update and Session Extra Settings method may work though. I'll try that in a bit.
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Thank you very much. I've already solved the problem. As you said, I'll update session in the game.
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@Thaddeus-Delude Hello, buddy, do you have a QQ or a WeiXin? Add a regular connection!
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