Nope same result …If it’s not abused, can u try same setup as mine? or call a map at root level ?
Yea I did try that approach. Two things worked for me. The solution mentioned in the last post and removing the “Update Game State to loading screen” node just before the open level node in BP_GameInstance. You can try out the second approach. It will remove the loading screen, but it might get the job done.
I need help with something, so I set up another menu(I’m making an rpg this is an inventory menu), I made a gamestate for it, I set it up in the game instance class, I copied some of the code for the pause menu to pause when opening it, I replaced the referencing to the pausemenu with my inventory menu and it doesn’t work, I pressed the button I set up(tab) and nothing happens, am I missing something?
Hi, have you tried changing the widget class reference variable in the UpdateHUDState function of BP_GameInstance?
yes I did I duplicated a set widget class reference node and changed it to my inventory widget, and yes I did connect the exec line to the inventory gamestate, btw I already said this when I said “I set it up in the game instance class”
Well if you just want to display a different widget instead of the pause menu, that’s all there is to it. You could add a breakpoint at the end of AddNewWidgetToViewport function (in BP_GameInstance) and check if the ActiveUIWidget variable holds a reference to your inventory widget.
never mind I figured it out I forgot to connect the “set Local New Widget Class” node to the “Add New Widget to Viewport” node in the Game Instance class, so it works now, but it doesn’t pause the game I need to examine and copy the right code
Thanks for all the great work you do Stormrage256, I recently revisited this project and was wondering what made you take out the “Continue” button for your latest version?
Well, I recently kind of did a complete rework on the core design of the template. If you have used the project earlier, you might have noticed that the ‘Continue’ button merely loaded the last played level. So I wanted to rebuild it with support for level selection as well as an actual save system for putting the player back where they last left off. The Level Selection system is already finished, as an independent project, but I’m planning to integrate it into this template sometime this month. And the Continue option, hopefully, soon after that.
Thanks for the fast reply, just interested, does the current project save the settings file to the same location like before? Love the work you are doing and hope you have a healthy and prosperous 2019
The save system is still intact, but it only saves gameplay settings like mouse sensitivity & invert mouse option. The video settings are all saved using unreal’s native ‘Game User Settings’ now. And thanks for the wishes, @ZenrokStudios . Hope you have a wonderful year ahead as well.
Guys I recreated in Blender old "menu"intro of Unreal Tournament 1999 in Blender.
Hello! I’ve downloaded the project but the uasset files are not showing up in the editor. Anyone else have the same problem? I am on 4.20
Hi, the current version of the project is built on Unreal Engine 4.21. As far as I know, the engine doesn’t let you open projects built on later versions. That might have something to do with the issue.
Greetings. First of all congratulations for your awesome work. I just wanted to ask if there is a possibility to be compatible with 4.22. Take care!
how do you download it
Hi, after a long hiatus, I’ve finally resumed work on Prototype Menu System. The v2.3 update is now live on GitHub: https://github.com/RohitKotiveetil/U…typeMenuSystem
Added a new Level Selection system to the Main Menu.
Updated to Unreal Engine v4.23.
The Level Selection system does not support saving unlocked levels at the moment, but I’m planning to add that in the next update. Anyway, the project files are available for free on GitHub. So if anyone’s interested, feel free to use it in your projects.
Released the v2.4 update for Prototype Menu System: https://github.com/RohitKotiveetil/U…typeMenuSystem
Added support for dynamically unlocking levels. The level selection menu will reflect these changes every time a new level gets unlocked.
Added save game support for the level selection system. Unlocked levels will now remain persistent across multiple sessions. [Can be reset by deleting the ‘Saved’ folder.[/li]
amazing!! thanks so much, will check it out!
v2.5 committed to GitHub: https://github.com/RohitKotiveetil/U…typeMenuSystem
- The Pause Menu can now register Keyboard Input to unpause the game even when the Input Mode is set to UI Only. More details about the workflow here: Unreal Engine Tips: How to use Keyboard Inputs when Input Mode is set to UI Only]
- Fixed a bug that made unlocked level to reset back to locked state when you close the game and restart a new session.
- Update to Unreal Engine 4.25.