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

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    • ThaddeusT
      Thaddeus @Guest
      last edited by Thaddeus

      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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      • ?
        Stefan
        last edited by

        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

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

          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++."

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          • ?
            Tom
            last edited by

            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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            • ?
              Guest
              last edited by

              This post is deleted!
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              • ThaddeusT
                Thaddeus
                last edited by

                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-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 such as Mathew Wadstein's BindableKeys system. (Bypassing UE4's method basically)

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                • ThaddeusT
                  Thaddeus
                  last edited by

                  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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                  • ThaddeusT
                    Thaddeus
                    last edited by

                    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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                    • ThaddeusT
                      Thaddeus
                      last edited by

                      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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                      • ThaddeusT
                        Thaddeus
                        last edited by

                        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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                        • ?
                          Guest
                          last edited by

                          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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                          • ?
                            Guest
                            last edited by

                            have somebody test project with LAN ?

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                            • ThaddeusT
                              Thaddeus
                              last edited by Thaddeus

                              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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                              • ThaddeusT
                                Thaddeus
                                last edited by

                                The menu system for Unreal Engine 4.18 has been released.

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                                • L
                                  like3727 @Thaddeus
                                  last edited by

                                  @Thaddeus thanks

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                                  • L
                                    like3727 @Thaddeus
                                    last edited by

                                    @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

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                                    • L
                                      like3727 @Thaddeus
                                      last edited by

                                      @Thaddeus Using LAN testing, filtering is invalid

                                      ThaddeusT 1 Reply Last reply Reply Quote 0
                                      • ThaddeusT
                                        Thaddeus @like3727
                                        last edited by Thaddeus

                                        @like3727
                                        Hmm, I didn't experience that problem. What version did you test? What region of the world are you in? How are you testing it? Are you testing LAN on a wired network or wireless? Separate devices? Did you investigate routers for port forwarding issues with steam? I tested the project locally in the Midwest of the United States and also on a wired switch using laptops and a desktop. Discovering sessions on a LAN can take a while.

                                        I wonder if your Steam problem has something to do with the test App ID and what region you are located in? They are region locked to my understanding, meaning you have to test it in the same geographical location unless you have your own App ID. On LAN, were you working on WiFi? LAN uses Epic's default online subsystem and I've had problems with it on some networks depending on how they are configured.

                                        The project uses Advanced Sessions Plugin. Maybe your answer is in there?

                                        As far as filtering goes, it's fairly simple how it works but isn't really used by the example project. It looks at the extra variables passed by the online session and removes them accordingly. It might require a bit tweaking depending on how you want to set up your project. (For example, filtering by maps would require more maps than the test project has.)

                                        Thanks for checking out the project. Hopefully you find something useful about it.

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                                        • R
                                          rexregum
                                          last edited by rexregum

                                          Hi there, I get this error everytime I try compiling with Visual Studio 2017. It does not let me do so with 2015, it says that the project is incompatible with that Visual Studio version. Any help would be greatly appreciated. Thank You.


                                          1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
                                          2>------ Build started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
                                          2>Compiling game modules for hot reload
                                          2>Performing 1 actions (4 in parallel)
                                          2>[1/1] Link UE4Editor-CardinalMenu-9919.dll
                                          2>LINK : fatal error LNK1181: cannot open input file 'C:\Program Files\Epic Games\UE_4.18\Engine\Plugins\AdvancedSessions\AdvancedSessions\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-AdvancedSessions.lib'
                                          2>ERROR : UBT error : Failed to produce item: D:\CardinalMenu_Project_v171227_418\CardinalMenu_Project_v171227_418\Binaries\Win64\UE4Editor-CardinalMenu-9919.dll
                                          2>Total build time: 1.08 seconds (Local executor: 0.00 seconds)
                                          2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.18\Engine\Build\BatchFiles\Build.bat" CardinalMenuEditor Win64 Development "D:\CardinalMenu_Project_v171227_418\CardinalMenu_Project_v171227_418\CardinalMenu.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
                                          2>Done building project "CardinalMenu.vcxproj" -- FAILED.
                                          ========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

                                          ThaddeusT 1 Reply Last reply Reply Quote 0
                                          • L
                                            like3727 @Thaddeus
                                            last edited by

                                            @Thaddeus The previous test was correct, and it was not correct to start the test after yesterday.

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