Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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.
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Hi, I downloaded your project files, but when I need to rebuild I get error: "CardinalMenu could not be compiled. Try rebuilding from source manually". I tried on every version of your project, on 3 different pc and no luck, please can you help me? I use Microsoft Visual Studio 2015 Enterprise
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Stefan said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Hi, I downloaded your project files, but when I need to rebuild I get error: "CardinalMenu could not be compiled. Try rebuilding from source manually". I tried on every version of your project, on 3 different pc and no luck, please can you help me? I use Microsoft Visual Studio 2015 Enterprise
Do you have this problem on all UE4 projects with source code? I've had this problem for many various reasons in the past. You can try this.
Right click on CardinalMenu.uproject and select Generate Visual Studio project files. It should have created CardinalMenu.sln in the same directory.
Open CardinalMenu.sln
In Solution Explorer (typically on the right) open Games -> CardinalMenu
Right click on CardinalMenu in Solution Explorer and click rebuild.
A log should appear on the bottom and show you errors.
Paste this log here and I'll look at it.Other Possible Solutions
A common problem I get is Visual Studio logs my credentials out for some reason. I have to open Visual Studio and on the top right there's a drop down arrow and it says "An error has occurred and we can no longer retrieve user information for... " I then have to log in. This might be in Community Edition only though. I haven't used the enterprise version of VS 2015. Only older versions.Another problem is the C++ compile add ons might not be included with your install of VS2015. Is this the first project you've used for UE4? Usually this happens when someone first starts messing around with Unreal 4 or they are using a new computer. Here's the solution.
"Visual Studio 2015 (VS2015) doesn't install C++ tooling support by default. When installing VS2015, choose Custom installation and then choose the C++ components that you'll need for your workflow. If you've already installed Visual Studio 2015, choose File > New > Project > C++ to install C++." -
Hi, everyone! Thank you for the excellent work here! I'm learning a lot!
I've integrated the Cardinal menu into my project and I'm having one issue with key bindings. My game has seven action inputs and two of them do not work after remapping for PC. Only three inputs work on an XBOX controller. The working XBOX actions are different than the working PC actions.
I have the defaults setup, actions are in alphabetical order, and I see the Input's swap under project settings.
Any ideas?
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Here are where the controls are stored.
Input.ini and in your project 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-AxisControlsThe 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 such as Mathew Wadstein's BindableKeys system. (Bypassing UE4's method basically)
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Sorry I couldn't be much more help. I'm out of town for the US holiday weekend. I will be back on Monday and take a look at the input system and see if I find any issues. I need to make the new release for 4.17 as well. Hopefully the plugins have no problems with the new engine. That is why we wait a bit for new releases.
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I'm going to make the instructions more reader friendly next week as well. The forum software's plugin for "spoilers" is no longer working. I was hiding the instructions with dynamic buttons that hide the different instructions settings to make it more readable.
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A few of the plugins are not working for 4.17 yet. It will be a bit before the 4.17 version is released.
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The menu system for Unreal Engine 4.17 has been released. It includes an in game return to game button and a debug print to screen fix.
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when i test the project with not run steam , it cant find hostgame list , LAN not work. do you have this issue ?
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have somebody test project with LAN ?
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All of my previous test have worked. I will test it right now.
Edit: Strange, it doesn't appear to be working on Ethernet to WiFi LANs on my network. (Could be related to how my network is set up) I'll check Ethernet to Ethernet. I'm looking into it. I've experienced some cases where certain types of network setups didn't show LAN games or took a long time for them to appear.
I'm looking into Advanced Sessions Plugin and the BP nodes. I'll hopefully have fix tomorrow. Very little has changed in 4.15-4.17 versions.
Edit 2: It works in editor. Looking into network related things.
Edit 3: Standalone works as well. Hmm, looking into possible packaged version configuration file problems.
Edit 4: Packaged LAN search and join works on the same PC when launching two instances. Going to try ethernet via switch LAN on two PCs.
Edit 5: It works on LAN network via wired on a local switch. It did not work on WiFi via WiFi Access Point to a wired client. I don't know why. It must have something to do with how Epic designed the sessions broadcasting over the network. My guess is that there's a broadcast packet that's being blocked by my access point.
Did you try LAN over wired networks? Or did you use WiFi?
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The menu system for Unreal Engine 4.18 has been released.
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@Thaddeus thanks
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@Thaddeus Now there is a problem, your project test, steam, host, other clients do not search or link up, what's the matter? Ask for help