Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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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The project has been released for Unreal Engine 4.16 today. Major changes for this release includes making the Escape Key always open InGameMenu despite binds, the project now updates the number of players currently in session, and fixes the default binds not working when first compiling the project.
Also, Victory Plugin and GamepadUMGPlugin still use a TargetInfo argument instead of the new ReadOnlyTargetRules argument and as a result they throw errors. Rama will likely fix this issue soon. LoadingScreen plugin had compile issues in 4.16 and a version a few commits earlier was used instead. The project was updated to use ReadOnlyTargetRules arguments.
Please post if you find any bugs.
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@Thaddeus why ping is 9999?help me
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@Thaddeus why steam ping is 9999???head big....
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@like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
@Thaddeus why ping is 9999?help me
Ping isn't implemented in online session. This is on the engine side of things. It may be implemented in the future by Epic. You can program your own solution or another way around it is to fetch the server's external IP, put the IP in the session info, and use PingPlugin at https://github.com/DescendentStudios/PingPlugin.
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Hi, I'm on Unreal 4.16.1 with the most recent version of the menu system. I followed the directions to import this into an existing project, but have many unknown reference errors. One for example is in the MainMenu widget BP: "Menu Button Line", "Get All Buttons", "Un Select All" are all unknown variables/functions. I could start over and try again in case I made a mistake, but maybe you could easily tell what I have missed. Where are these functions defined? Thanks for any help.
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Okay, I understand a bit better now. I guess the "Menu Button Line" does not exist because the RadioButtonLine BP contains errors. All of the construct functions in the widgets have their class undefined. I'm not sure how this happened, but everything is all messed up now. I will try to reimport the files.
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Alf said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Hi, I'm on Unreal 4.16.1 with the most recent version of the menu system. I followed the directions to import this into an existing project, but have many unknown reference errors. One for example is in the MainMenu widget BP: "Menu Button Line", "Get All Buttons", "Un Select All" are all unknown variables/functions. I could start over and try again in case I made a mistake, but maybe you could easily tell what I have missed. Where are these functions defined? Thanks for any help.
I've had these problems a few times in this project and in others and I'm not sure exactly what caused them. Sometimes going into the BP file and pressing compile fixes the issues. Sometimes I have to reimport things. Other times it's because of different engine versions. You said you used 4.16, so I don't think that would be the issue. You can try compiling the BPs. Sometimes it's easier to re-create the variables or drop the nodes again. It kind of depends on how many were not found. If I find an answer, I will post it here.
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Alf said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
u Button Line" does not exist because the RadioButtonLine BP contains errors. All of the construct functions in the widgets have their class undefined. I'm not sure how this hap
Can you open RadioButtonLine BP and fix the errors? It may just need a re-compile. It's located at WidgetBlueprint'/Game/Cardinal/MainMenu/Blueprints/UI/Elements/RadioButtonsLine.RadioButtonsLine'. I've had weird issues with importing and exporting. If you have to re-arrange directory structures, I move things in the starting project first before importing them to minimize weird issues. You can try packaging CardinalMenu before importing first. Maybe that will help.
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Thanks, I believe my problem was from not retaining the directory structure. I used the migrate function to transfer the folders from the example project, and all is working fine now.
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Alf said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Thanks, I believe my problem was from not retaining the directory structure. I used the migrate function to transfer the folders from the example project, and all is working fine now.
Good to hear it worked. Thanks for reporting back.
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KRushin said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Great work! I have been playing around it and works quite well! Out of curiosity, have you gotten this to work for a dedicated server? While i have gotten dedicated servers working in other scenarios ( Null OSS) can't seem to get one to work with Steam.
Thanks! I haven't gotten it to work. I tried for a bit. It's quite complicated to get steam online sessions to work with dedicated servers. For the project I'm working on, I fetch the server's external IP then I use VaRest plugin to write the IP to a simple database (CouchDB) with a time stamp. Then I have clients fetch the list of servers on the database and filter out ones that are more than X minutes old. I have live servers write their current times every few minutes. This way there is a basic list of live servers the clients can fetch. They connect using the open "ip" console command. It makes the server list lightning fast. CouchDB is pretty cool but difficult to use. There are other similar database systems out there. I've seen some people use MySQL. I think that's resource overkill personally. Especially if you run a resource limited VPS. JASON and a simple database work well.
I'll release this method once the project is done. I'm hoping, in the mean time, better support for Steam dedicated servers will come out. I don't want to re-invent the wheel. I've tried that in the past only to have the feature come out a bit after I finished it.