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Metahusk Loco
ParvanP

Parvan

@Parvan
First Cohort Moderator Sherpa
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Recent Best Controversial

  • [Community Project] Cardinal Fall | Instructions About How To Help
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Community Project] Cardinal Fall | Instructions About How To Help
    ParvanP Parvan

    Information About Contributing To Cardinal Fall's Development


    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.


    Project Requirements

    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:

    • Has a similar aesthetic and style without appearing jarring to the player
    • Fits within the world, which is set in a futuristic science fiction horror setting
    • Is equal or better to the artistic quality of the demo, with equal being the minimum
    • Follows industry conventions and is optimized for use in a real-time game
    • Runs on 10 year old mid-range hardware (E.g. an nVidia GeForce GTX 1050)
    • Does not have an excessively large file size when compared to similar assets
    • Was made by you, or with the permission of the original creator which you credited
    • Does not violate any laws where we are located (The United States of America)

    Step 4: Post What You Intend To Create:

    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.

    • Please provide detailed information about your concept so we fully understand what you envision. Providing concept art, examples, or sketches can be very helpful, especially if your idea is elaborate. We strongly encourage it.
    • After posting, you should check this thread often. Suggestions or input might appear that may alter your plans. For example, it's possible we already have the asset you're suggesting.
    • Also, make sure you follow the project's requirements listed above.

    Step 5: Post Your Contribution

    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.

      • You may direct message a recently active Sherpa the link and/or screenshots directly if you wish to remain more private.

    Step 6: Sherpa's Reply

    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.

    • Not all content will make it into the project, but that doesn't mean you should be discouraged if what you created wasn't accepted. You will still earn the forum's Contributor badge for your efforts and the experience you gained will be valuable in the future.

    How To Structure The Content You Submit


    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.

    • Unreal projects follow certain naming conventions. You should either follow the existing naming conventions already used in the project or this one from Epic.

    When you submit content, you should include both the game's files and your source files in the same directory.

    • For example, if you're making a texture you will likely have two separate assets. One will be the source asset you imported, such as a photoshop (.psd) file, and the other will likely be the asset used by the editor, such as Unreal's binary .uasset format. You should include both of these files. Also, for simplicity, they should be placed in the same directory with the same file name, but with their different corresponding extension.

    Finally, when you submit a contribution, you should compress it into a single file with the following naming convention.

    • YourName_AssetName_FourDigitYear-TwoDigitMonth-TwoDigitDay

    Special Instructions For Level Designers


    The rules for level designers are as follows:

    • Each level must be in a separate map file.
    • They should be named Nadir_SectionName.
    • They should be placed in /Content/Imports/YourName/Maps.
    • You should include the MapName_BuiltData.uasset file for easier inspection.
    • Maps should occupy their own space and away from the others.
    • Like other maps, the level must be centered on 0 of the X axis.
    • You cannot modify any existing maps until you're a Committer.
    • You can base your map off of existing maps through copy and paste.
    • Your maps must be of equal or better in visual quality to the demo.
    • Your level design must perform reasonably on a GeForce GTX 1050 or better.

    How To Make A Bug Report


    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.

    Metahusk's Community Forums

  • [Help Wanted] How To Be A Part Of Metahusk | Instructions Here
    ParvanP Parvan

    If you have any questions, comments, or suggestions about this process, feel free to post them below.

    Metahusk's Community Forums

  • [Bug Reports] Report Bugs Here | Open To Guests
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Forum Rules] Read This First
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Announcements] News And Updates
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Introductions] A Place For Members To Introduce Themselves
    ParvanP Parvan

    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:

    1. your level of game development experience (none is okay, everyone starts somewhere)
    2. a list of your skills and your level of proficiency (low skilled is okay, we are here to learn)
    3. how you became interested in games and their development
    4. a list of your favorite games and genres, especially concerning their style and gameplay
    5. what motivates you to help with a project that won't pay you in return
    6. and what you like about this project

    You're welcome to make this as detailed or as minimal as you'd like as long as you answer those six bullet points.

    Metahusk's Community Forums

  • [Bug Reports] Report Bugs Here | Open To Guests
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Announcements] News And Updates
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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.

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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 🙂

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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.

    https://forums.unrealengine.com/community/community-content-tools-and-tutorials/41043-advanced-sessions-plugin

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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

    Metahusk's Community Forums

  • [Community Project] Cardinal Menu System | Instructions And Help
    ParvanP Parvan

    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.

    Metahusk's Community Forums
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