Yep, that did the trick, thanks a lot!
This can be as simple as a branch which checks if the card name matches the name you are checking. Check out the images attached, quickly put this together to hopefully explain the process of checking and then running the ability codeâŚ
https://forums.unrealengine.com/core/image/gif;base64
â
Hope this helps!
I see some coding linked to the mouse input. Ill have to figure out if its linked to this known issue:
Description
Users cannot click widgets components when the user has enabled âUse Mouse for Touchâ
Steps to Reproduce
- Open the Editor
- Create a new widget blueprint
- Add button to the designer tab
- Compile and save
- Create a new actor blueprint
- Add a Widget Component
- Set the Widget Class for the Widget Component to the widget blueprint that was just created
- Set the âSpaceâ for the widget component to Screen space
- Add the actor to the level
- Compile and save
- Set âUse Mouse for Touchâ to true
Project settings > Input > set âUse Mouse for Touchâ to true - Play in Editor
- Try to click the button
- Notice that the button cannot be clicked
Expected: The widget component button could be clicked
Result: The button cannot be clicked with the âUse Mouse For Touchâ option turned on
Voted! Cant imagine how many project âaskedâ a backup after getting that issue lol.
Feel free to vote for the issue regarding the Use Mouse for Touch.
Hey Aaron, I Have now had a good look through the fourums and will direct any further questions here to help others with similar ânewbieâ issues
My current issue, which I know will be a simple issue, but I cannot find where itâs applied, is the the âblueishâ overlay over the ManaBarâŚ
Iâve adjusted all the graphical elements to some extent, however I cannot seem to make the âblue tintâ leave itâs a new object icon, new materials, from the actual icon through to the manabar composite⌠but that blue tint makes my gold coins look green (as attached shows)
Cheers
How do I disable the black effect cards?
The tint Is applied in the ManaBar_Icon widget on the image itself. You should be able to remove/change this so that your icons appear correctly. Check out the attached image, should clear up any confusion
Hey Gamel001, Ive also replied to the store page, but ill also comment here in case you were not notified.
The Black effect cards are there for debugging purposes, so if you want to completely remove the set, then you can remove the âDebug Setâ type from the Enum and this should remove it from being playable in game. The best way however if this is from the deck builder would be to go into the Deck Builder widget -> Create Card Set Tabs function -> Add the following branch check to make sure it ignores the debug set from the list. This will let you still add these cards ingame without removing them completely.
Thatâs exactly where I thought⌠but it wasnât⌠ended up being the âmanaBrushâ tint settings (active & not active)⌠in the mana_icon graph.
Cheers Again
thank you, I only have one more question, do we have the option to leave the cards locked, as one player unlocked? Is there a reward for winning a match, how to unlock cards? (Note: This project exceeded my expectations, it was very worth buying, dedicated and efficient support, I advise everyone to buy this project.)
Ahhh it got us both! Even better that you were able to find the culprit. Great skill to have Let me know if you have any other questions.
So cards locked/unlocked is somewhat limited in the toolkit to the variable found in your card data tables. The idea here was so that when you can add your own database support that would include this and be something that can be easily toggle-able. Locally saving things like unlocked cards and other user data is something that will need to be added on top of the toolkit with your own or other available solutions.
In saying this, its not impossible to setup some framework pieces locally. There are already a number of things you can leverage, such as the deck save functionality, that can be used to save out a list of âunlockedâ card names, then all you will need to do is read this data instead of the database to see if the card is or isnât in the unlocked list. This will be closely tied to your rewards framework (also something you will nee to add, but also not difficult) and how you go about unlocking cards in your game, from boosters or any other methods.
I can go into more details if you would like some direction on these, so let me know If you have any questions. Really glad to hear it exceeded your expectations
I would definitely like to know more about a card reward system, I have already tried internet tutorials but I did not find anything that could help me, I understand only the basics of unreal, I intend to become a professional and take courses soon.
No worries! So there a few things you will need to plan/design for what/ how/when you are going to reward your players.
- What type of rewards and logic behind the reward system (are you just giving currency or are you specifying cards that you unlock when you complete certain objectives etc)
- How and where you are going to save this data for the player. For online games you will need to host this on a database platform (E.g MySQL along with other user data, login etc) This can be done locally but then players can possibly find and modify the saves, but if you donât care to much then local can be done.
- When you reward players Is the easy part by calling some custom functions that add/save/change files in your database. This can be triggered in the Game mode for the player (saving locally will need to call the save on the clients which can be from the game mode, but it cannot save via the game mode as its server only)
If you already know some of these details and want to ask some questions on how/where/what should be the next steps, then let me know. If you want to keep this away from the forums and be more 1-on-1 then feel free to use the support email to send your question keep things more confidential, or just reply here which may help other toolkit users wanting to do the same thing.
Hey Everyone!
Quick update on support for UE4.17.
As Ive mentioned around a few places, there was an issue that caused a number of the errors and gameplay issues in the latest 4.17 release of the engine. This was due to the World Context returning null in function libraries and the toolkit did rely on this for a number of helper functions around the place.
Bug Link: Unreal Engine Issues and Bug Tracker (UE-48464)
As it turns out, this was fixed in UE4.17.2 but as the UE4.18 preview 1 was released, UE4.17 will likely be skipped due to its incompatibility.
Good news however, UE4.18 has passed the majority of test cases, however there are a few non-breaking UMG inconsistencies I will look into and fix for the official 4.18 engine release. If you do decide to update to 4.18 and find any issues, comment here or send them over to the support email and I will get them fixed before release.
Happy Dev-ing!
The important thing for me is to only win a card and to unlock when there is a victory, I have a preference for saving the place on the computer itself, as it is a game that is beginning for me is more than enough and also if you can help here by the forum would be great , I like helping people and a tutorial for everyone would be very good, thanks again for your answers and for your help, you can be sure that I will always recommend your projects.
Just want to say that my game goes into Early Access on October 3rd and I couldnât of done it without this awesome toolkit as the base!
So this feature would need a lot more work then a tutorial, but I can help with the direction and details on specific questions. As an overview to get things startedâŚ
- You will need a create a âUser Profileâ save game in the engine that you can save this data to and access when needed.
- Within this save you can have your UserName, etc, but for card rewards, you will have a âNameâ variable type array that you add all unlocked cards to.
- In your game state there is an event called âServer_NotifyEndGameStateâ that returns the final state to each of the players. Here is where you can call your own function on the winning player.
- I would create a function library where you can hold all your rewards related functions to add, load and save your data (should be a function for each).
- In the Unlock function you will get or create a User save game, and add your unlocked card to the array.
- The last part of this will be tied to the Deck Builder where you will want to change the âGet Card Data Deck Statsâ function so instead of reading the data table unlocked variable, you would be reading this data from the user save game you have created.
The harder part around this is simply create, loading and reading from your save game. So if you know how to create this in unreal then it should be a smooth ride. If not you can look at the âSaveGame_FunctionLibraryâ and online tutorials to see how things are saved and you can follow a similar flow for your code.
Ask questions and post pictures if you need additional information about anything.
Really exciting to hear! Feel free to share and link on this thread for some additional exposure.
Iâm sure many others would be excited to see other games made with the toolkit to see whatâs achievable.
CCG Toolkit Now Supports UE4.17.2
Hey Everyone!
I made a short post earlier in the week stating that 4.17 may remain unsupported, however 4.17.2 was eventually released and I am happy to say the CCG Toolkit is now supported Unreal Engine 4.17.2
The marketplace package has been updated with a few minor UMG related visual fixes (As described below) introduced with some recent engine changes. If you are just started exploring the toolkit and havnt made any changes/additions then grab the latest project package, but if you have already been using the toolkit, follow the steps below to fix these changes.
**Updating Current Projects **
For those of you who want to update your current projects without having to re-download and merge all your changes, I have some good news.
If you have already gone ahead and updated to UE4.17.2 (4.17 and 4.17.1 are not supported) then you should be able able to âSelect the engine versionâ from the project exe. You will not however see any of the UMG fixes that have been updated with the releaseâŚ
**Where can I apply the UMG fixes? **
The main issues with some UMG elements is the clipping property can now behave differently which caused some expected results to be⌠not so expected.
If you have changed/not using these widgets then you wont need to make any changes.
âExpandableDeckSelectionâ Widget
- GraphSizeBox: Clipping = Clip to Bounds
- DeckName_Text: Clipping = Clip to Bounds
âDeckStatsâ Widget
- SizeBox_0: Height Override = 750
âDeckManaGraphâ Widget
- SizeBox_2: Is Volatile = True
And thats it!
4.18 should also be right around the corner. If you come across any bugs or have any questions about the toolkit, send an email to .
Happy Dev-ing!
Hey, follow up to my earlier post. My game will be free-to-play and comes out October 3rd over on Steam: http://store.steampowered.com/app/686940/Captivus/
That being said. I am trying to make instants. I have managed to get cards to highlight during the opponents turn(that can be played instantly, like in magic), and have tried everything under the sun to get the Drag and Drop function to work during an opponentâs turn, but it does not seem to want to work. Any advice on how I can achieve this?
There are a few places where the players turn being active is required to have cards played, so its likely these gates are blocking you from playing cards.
-
Card Widget casts to the player controller to check and see if the players turn is active in the âOn Mouse Moveâ function.
-
In the Player controller, the second gate will be on the âCall Create Cardâ event which checks if the players turn is active again. You can add additional checks here if you have a limited set of cards that are playable during the opponents turn or remove the check entirely.
-
The third area this will be enforced is in the âIs Turn Activeâ macro also the player controller. The input events all branch through this same macro (3 times for Pressed, Move, and released events) for the Input events on InputTouch/LeftMouseButton.
These three areas is where you will hit this issue with playing during an opponents turn. Ive quickly re-routed this on my end to test removing the check, and the player was able to play cards during the opponents turn.
Let me know If you hit any more blockers with this or would like more details!
Does the Is Turn Active Macro effect anything else other then the touch events? I was seeing some pretty strange behavior during testing this. I can send you blueprint screenshots to show you what iâm doing, maybe iâm going about it the wrong way.
Player controller:
Left mouse click: http://puu.sh/xL0hH/78fa3374a4.png
Left mouse release: http://puu.sh/xL0i8/267349dea1.jpg
Create Card: http://puu.sh/xL0j7/052bfe6121.png
Card Widget:
http://puu.sh/xL0lV/f7f226b59d.png
I had originally ran this same check in the macro as well, but it did not produce a good result so I changed it back to default until I know more.
Thank you for any assistance you can further provide