We will be hosting asset competitions, which will earn you a special badge in the forums if you win.
Also, we are in the process of compiling a list of the things we are looking for.
We will be hosting asset competitions, which will earn you a special badge in the forums if you win.
Also, we are in the process of compiling a list of the things we are looking for.
We welcome everyone who has a desire contribute, regardless of their skill level.
To contribute, please follow the contribution instructions here along with the more detailed instructions for Step 4 (Intent Reply) and Step 5 (Contribution Reply) below.
The project's files can be downloaded here and the install instructions are in the project's readme file.
Please stay on topic. Community replies are welcome, but only if they are directly related to an Intent or Contribution reply. To make one, use the reply button that's directly on the post you're referencing so this thread stays organized. For more general discussions, please start a separate new topic.
This project has an established quality level, tone, style, theme, and story which can be seen by playing the game's demo. We aim to maintain the same or better level of quality and system requirements as development continues.
This means that, unfortunately, we cannot accept every contribution our community members present to us.
Here is a short, but not exhaustive, list of the criteria which must be followed before we will consider including your content in the game:
To help with clarity, please begin your reply on this thread with the title "Step 4: Intent To Create A XYZ-AssetName" in bold so we know the topic.
To help with clarity, please begin your reply by clicking the reply button directly below your original Step 4, so everything stays better organized, and add the title "Step 5: Contribution Of XYZ-AssetName" in bold so we know the topic.
Your contribution reply should include screenshot(s) and a link to the content you've made so a Sherpa can inspect it. Please upload your contribution to the file hosting service of your choice (e.g. Google Drive) and follo the instructions on how to structure your content as shown in the section below.
To help with clarity, a Sherpa will nest their reply directly below your original Step 5 with the title "Step 6: Sherpa's Reply To XYZ" in bold.
The sheer number of assets in a game project can be daunting. That is why it's important to make sure a project is organized. When you submit a contribution, we require you to follow a few guidelines.
The files you create must be placed in their appropriate directories.
When creating new files, please use this structure: /Content/Imports/YourName/YourAssetFolder/AssetTypePrefix_YourName_AssetName
If your contribution becomes a part of the project, we may move these files into their corresponding project directories.
For any existing files that you modified, you must do the following:
When modifying existing files, you should keep them where they are at.
If there's an ability to add comments, such as with blueprints, you must place comments explaining what the changes do while including your name and date.
You must include detailed information about exactly what you modified.
The content you submit must follow an existing naming convention.
When you submit content, you should include both the game's files and your source files in the same directory.
Finally, when you submit a contribution, you should compress it into a single file with the following naming convention.
The rules for level designers are as follows:
Please place your bug reports into the generic bug reports page here.
(If you were granted access to the repository, please make detailed reports on the repository issues page.)
We appreciate the bug reports we receive. They are invaluable, especially since we don't have the hardware to test every hardware configuration that is possible.
If you have any questions, comments, or suggestions about this process, feel free to post them below.
We want to allow those who are less technical to participate in the bug reporting process.
General users won't find it easy and convenient to open/create issues within our repositories. Here we allow anyone, even unregistered guests, to post in order to have a more painless bug reporting experience.
We would like to keep our rules simple and easy to understand. If we need to expand this further, we will review and revise what rules we have posted above.
August 2025 | Expanding The Community
We are in the final stages of finishing a small demo of the game we have been working on internally. Before doing so, we are working on making sure we have the infrastructure in place to support our community when we open this project for collaborative development.
This involves migrating from our Mercurial repositories that run on Kallithea to the newer and more feature filled Forgejo. This move will allow us to take advantage of Git File Locking, which is likely to be a requirement for a larger team while working with binary files.
When we started developing Cardinal Menu, Git LFS was new and most open source repositories consumed a very large amount of memory when working with large binary files. We didn't want to pay for a VPS that had both a large storage capacity and a large amount of system memory. They can be expensive.
There's still a lot of things to set up. And everything takes far longer than it would seem. But we are shooting for a late 2025 release.
We hope to see you on the road ahead.
If you're interested in being a part of our community, we would like to know more about who you are and what motivates you to be a part of us.
Please write a brief biography that centers around:
You're welcome to make this as detailed or as minimal as you'd like as long as you answer those six bullet points.
If you find any bugs within anything we do, you're welcome to tell us here.
Please provide as much detail as you can by describing exactly what you were doing when you experienced the issue.
If you can, providing screenshots or videos can be very helpful if the situation calls for it.
February 2024 | Database Rollback
On 02-14-2024 our forum database was rolled back to a 2020 backup due to news that the new host we migrated to in 2021 experienced a breach within their management portal.
There is no evidence anything on this server was compromised, but for the safety of our members, we decided to completely rebuild the server from the ground up using an older backup in order to ensure nothing malicious was injected into the database. This was a lot more work than most would imagine.
We apologize for any posts our members may have lost, but we believe this was the correct decision.
The database was rolled back to 2020 due to news that the new host we migrated to in 2021 had their management portal compromised.
There is no evidence anything here was breached, but for the safety of our members, we decided to completely redo the server from the ground up and used an older backup to ensure nothing was injected into the database. This was a lot more work than most would imagine.
We apologize for any posts you may have lost but we believe this was the correct decision.
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
when I right click on Game folder and Build in Visual Studio 2019 I get the following error:
Severity Code Description Project File Line Suppression State
Error MSB3073 The command "chcp 65001 >NUL && E:\UE\UE_4.25\Engine\Build\BatchFiles\Build.bat MyGame Win64 Development -Project="C:\Users\yaya\Documents\Unreal Projects\MyGame\MyGame.uproject" -WaitMutex -FromMsBuild" exited with code 6. MyGame C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 46
I'm just guessing here but it's possible that was caused by using VS 2019. Visual Studio 2017 was used to compile it originally. I've had problems in the past running different versions of Visual Studio from what Epic used for a particular engine release.
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Any news here. Would be nice to see it again with used new UE4 version.
We've been waiting to see what Epic does with their new online subsystem. We don't want to re-invent the wheel if they decide to release something.
When upgrading to 4.24:
It looks like the CallURL function in VaRest has been removed. I noticed the dev said it was causing memory corruptions in Android. It's possible that's why it was removed. Someone requested it put back in the project here. https://github.com/ufna/VaRest/pull/263
You can download that person's fork of the VaRest plugin as of the date on this post here. https://github.com/ATaysikuu/VaRest
The CallURL node is required for fetching the client's IP from api.ipify.org in the HostGame widget.
I'm testing it now.
Edit: It appears to work with that fork of VaRest. Did that fix your issue? Or are you still seeing a black screen? I've seen that happen with incorrect GameMode settings.
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
Thanks for appreciating the work we put in. I just opened the project and I noticed for some reason the enumerations aren't working. That's strange. I'm working on figuring out why right now.
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
I'm looking at 4.24 right now. I'll see if there's a weird issue with updating to that version of the engine.
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
GamepadUMG is kind of abandoned. This person claims to have it working for 4.24. We might remove it in the next release. It's been a lot of trouble for us. If you don't need controller support, I'd just remove parts of the blueprints that call the GamepadUMG nodes. A lot of people have been trying to figure out how to fix it over the past year or so. https://sb1985.com/other-2/gameplay/how-to-move-the-mouse-cursor-using-the-gamepad/
It's easy to find the GamepadUMG nodes if you just disable the plugin. They will show up as errors when you load your project. Goodluck
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
So, with the latest advanced session and Rama's latest, with the UE4.24, the editor finally comes up, but the GamepadUMG, VaRest plugins are only up to UE21...
When 'play' is hit, only the black screen is showing, (I also have Steam running)...
So, perhaps you could make the product compatible with different version of UE, eg UE4.22 and later?
Anyway, I really appreciate what you have put in, I am now able to take a look at the BP
Here is the current VaRest. https://github.com/ufna/VaRest
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
No, I have not downloaded this new one.
Looking into this issue further, visual studio 2019's indicates that it is flagging this compiler issue as an error now (see https://docs.microsoft.com/en-us/visualstudio/code-quality/ca1008?view=vs-2017#configurability), perhaps previous version of visual studio was ok with it. So looks like the source of the problem is in AdvancedSteam related?
It could be related to Advanced Sessions. I'd make sure the latest plugins are used. Here is Advanced Sessions Plugin.
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
BTW, I am also using visual studio 2019 community version which is the latest.
What I tried to do:
Phase 1:
1- modified the C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary.cs file to omit the checking for HTML5
2- Logged into visual studio
3- Execute the CardinalMenu.project file,
Got compiler error: "CardinalMenu could not be compiled. Try rebuilding from source manually"Phase 2:
1- Rebuild via visual studio's Solution Explorer:
Error log:
1>------ Rebuild All started: Project: CardinalMenu, Configuration: Development_Editor x64 ------
1>Cleaning CardinalMenuEditor and UnrealHeaderTool binaries...
1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
1>Creating makefile for CardinalMenuEditor (no existing makefile)
1>UnrealBuildTool : warning : The 'Developer' module type has been deprecated in 4.24. Use 'DeveloperTool' for modules that can be loaded by game/client/server targets in non-shipping configurations, or 'UncookedOnly' for modules that should only be loaded by uncooked editor and program targets (eg. modules containing blueprint nodes)
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VaRest\VaRestPlugin.uplugin : warning : The 'Developer' module type has been deprecated in 4.24.
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\PingPlugin\Source\Ping\Ping.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\Ping\Public' does not exist.
1>C:\Learn\Unreal\4.24\CardinalMenu\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs : warning : Referenced directory 'C:\Unreal\UE_4.24\Engine\Source\VictoryBPLibrary\Public' does not exist.
1>Parsing headers for CardinalMenuEditor
1> Running UnrealHeaderTool "C:\Learn\Unreal\4.24\CardinalMenu\CardinalMenu.uproject" "C:\Learn\Unreal\4.24\CardinalMenu\Intermediate\Build\Win64\CardinalMenuEditor\Development\CardinalMenuEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamFriendsLibrary.h(247) : LogCompile: Error: 'SteamAvatarSize' does not have a 0 entry! (This is a problem when the enum is initalized by default)
1>C:/Learn/Unreal/4.24/CardinalMenu/Plugins/AdvancedSessions/AdvancedSteamSessions/Source/AdvancedSteamSessions/Classes/AdvancedSteamWorkshopLibrary.h(173) : LogCompile: Error: 'FBPSteamResult' does not have a 0 entry! (This is a problem when the enum is initalized by default)
1>Done building project "CardinalMenu.vcxproj".
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========
Did you download the new versions of the plugins? Like Rama's Victory Plugin?
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required
said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
When trying to 'Generate Visual Studio' part for UE4.24, I am getting this error "'UnrealBuildTool.UnrealTargetPlatform' does not contain a definition for 'HTML5'
ERROR: Unable to compile source files.". Googling, this 'HTML5 feature' is no longer supported in 4.23... So, perhaps a new version is needed for being able to use in 4.23+ versions? I would really appreciate it if this could be done
The menu has pages under the About section called Our Organization Game Homepage and Donate that load webpages. My guess is these pages along with the web browser plugin are what is causing the issue. I'd have to look into it further to know for sure.