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.
Posts made by Thaddeus
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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++." -
RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
@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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
@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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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
@like3727 said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Why is the current number 1? There are 2 people in my room. bb bug?
The menu system has no game play implemented features and as a result the player count isn't updated. You'll have to implement your own session updating blueprints. It would be fairly easy. You just update the session information when the number of players change.
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
@Thaddeus-Delude
You have to paste your saved inputs cause they are deleted with new builds ?
Not very useful :s
You're welcome to re-design it if you'd like. There's a reason Rama's plugin works the way it does. I didn't design UE4's input system and I'm definitely not an expert in it. If you mess with it for a few hours, it will start to make sense. https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!
To answer your questions, I'd have to spend a few hours reading about it again. I'm working on AI stuff at the moment and just finished a JSON/REST server browser system. That's mostly what's at the top of my mind right now. I'm not smart enough to remember things I worked on in the past without brushing up again. Sorry
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I pressed set default controls and it deleted all the controls, how can i come back to normal ?
Also, the arrays holding the default binds have to be exactly the same as the Input.ini. /ProjectSettings/Input doesn't seem to be a good way to modify the binds. Sometimes it doesn't update accurately without launching the editor again. You can find some posts on Epics forums talking about these issues.
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I pressed set default controls and it deleted all the controls, how can i come back to normal ?
Before changing anything, I'd try closing the editor and launching it again. If you're in a packaged build, check your Input.ini to make sure the binds are there. I have to manually paste them on every build.
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I pressed set default controls and it deleted all the controls, how can i come back to normal ?
Here are where the controls are stored.
- Input.ini and in your 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. (Bypassing UE4's method basically) It's a pain to work with. Good luck!
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
Zeroneus said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Hello there!
In SettingsSubMenu, on Open Detail Container, in the comment Change Apply Settings And Defaults Names,
There is a check if InGameMenu existe "Check If In Game Widget - Can't Use Defaults If In Game"
But this check does nothing ?I would like to know if we can't do something if In Game VS in menu.
Thanks
I'm taking a look. I think it's depreciated. The menu has been in production under a lot of different engine releases. I'll get back to you.
Edit: Ah, that part is confusing and could use a lot of rework. Basically the ending parts of the function OpenDetailsContainer remove or rename the buttons on the bottom of the panels The "Apply - Defaults" button. The names are being changed on runtime or they are being hidden depending on what panel is being selected.
LocalDetailsPanelID "2" is the Controls panel I believe.
There were bugs with setting / rebinding controls while the game was in progress. That part makes sure you go back to the main menu to set the controls back to defaults. If I remember right, it's because of how UE4 sorts control mappings automatically. It took a long time to find a method that worked and "applying defaults" while in game caused problems. (The MainMenu map has no controls really, so you just don't see the problems when you apply defaults.)
We might solve that issue in the future. It's not a huge priority right now, though.
I'm not sure if that made sense? Basically, it makes it so the default controls can only be set in the MainMenu. Running through the array of default controls while the game is in progress has caused problems in testing. If that wasn't your question, let me know.
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
Hi, I'm triyng to make some test with Cardinal Menu and I found a strange behavior, If you launch 2 PIE windows and on the server windows start a network host and on the client window connect to the server (LAN, no STEAM) the gamemode is not passed to the client and you have olny the default one, just the camera.
Could someone help me with this issue?
thx
DavideJust for reference in case anyone else has the same problem: The issue was resolved in the discord channel. The problem was Auto Connect to Server being checked under PIE -> Advanced Settings -> Multiplayer options.
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RE: Community Project | Cardinal Menu System Instructions, Help, and Discussion
Is the game instance set? Sometimes it becomes unset for some reason. Especially if you migrate project files.