[Free Community Project] [Blueprints] Cardinal Menu System | Steam and LAN Server Browser and Pings

@Parvan
How did you manage to combine Null and Steam OSS?
I already have taken a look at the project but Im still completely lost about your workaround. :frowning:

Are you having problems getting null and steam to connect? Or problems with your game starting with both steam and null online subsystem? This project defaults to steam if steam is running, then falls back to null if it is not.

Steam clients and null dedicated servers used to work great until 4.19? or so. Now mixed online subsystems won’t be allowed to connect due to a check when a client connects. I think Epic might correct the issue in the next release. I haven’t tried 4.22 yet but they are aware some people complained about the mixed subsystem check.

We are waiting to see what the new subsystem will be like before changing too much. Hopefully Epic addresses some issues.

https://forums.unrealengine.com/community/general-discussion/1551415-from-4-19-to-4-21-incompatible_unique_net_id

If that doesn’t answer your question, let me know what specifically you were wondering?

@Parvan I wanted to add some people to the “Credits” page but failed to find the location where to actually add to the already available ones.
It would be nice if you could point me in the right direction.

Did you guys manage to make this work with Dedicated Server at some point?
Thanks for the hard work and the contribution.

Here is how you edit the Credits page:​​​​​​
If you open the blueprint located in /Game/Cardinal/MainMenu/Blueprints/UI/AboutPanels/Credits you will see “Core Development,” “Community Contributions,” and “Special Thanks” under the Hierarchy tab. After selecting it, then you will see a Credits array under the Default section of the Details tab. Basically, the information is stored as an array and is rendered when the page loads. Let me know if that’s not clear.

Yes, we got it to work for dedicated server but didn’t use Steam for the actual dedicated servers. We used the Null online subsystem for the dedicated server and then the clients ran under steam like normal. Then we used a custom list of live dedicated servers and they appears on the list of servers and were joinable via IP. It was a crude method. I’m waiting for the new online subsystem to come out before I investigate that further.

Also, as a side note UE4.19+ doesn’t allow mismatching subsystems. So this method didn’t work past 4.18. I’ve told Epic about it. Hopefully they fix all the headaches with dedicated servers in the next few releases.

You’re welcome. I hope you find some parts of the project useful. It’s difficult to keep blueprints projects organized and there are some methods that I’d change if we were to redo it, but it’s beyond that point now. Maybe in a future release.

Thanks for the quick answer. It was right there under my nose, always forget to look at the details panel.
This project is really useful. I use it as a learn experience, rewriting mine from scratch to see where I could change things and improve. Some things are too complicated for me so I make them simpler, for example I use simple Horizonzal Boxes for the submenus instead of widgets. It’s a great experience though.

I will integrate Steam Dedicated Servers with Advanced Sessions as it’s the only thing I actually want, I don’t need people to Host, so it shouldn’t be a problem to integrate I guess.

I watched the whole Blueprint Multiplayer tutorial from Epic at least 4 times and it still didn’t get me where I wanted, with the cardinal Menu System I have the feeling I already learned more in the short time.

Thanks again.

I’m glad to hear it helped you and it’s nice hearing back from people. Goodluck with your project. :slight_smile:

We’ve been having problems with the host cutting connections in the middle of downloads. We already migrated once to try and solve the issue. We are using quite a lot of bandwidth and probably need to move to a different host for our files.

Some of the plugins have not had any code changes since older engine releases.

Wow, Just Wow…I do not know what to say. I was looking for project like this and could not find it anywhere now it did just popout from nowhere and it was here since 2016? How could not find it and not notice that?! :smiley:
Thank you so much! Now I just have to get a job to be able Donate this amazing creation!

I could only suggested to add Steam Friends Online visablity showing what games are they on etc.

Again! Thank you so much!

Thanks for the feedback. I’m glad it helped you. I’ll look into putting more Steam Friends features in the future. In the mean time, we are waiting for Epic’s new Online Services to mature and see what direction they will be going.

Any chance we can get a new link to the 4.21 version? You could always host the project on Github.

Cheers,

-io

There weren’t many new engine features in 4.21 and we were waiting for 4.22 and further development of the Online Services before possibly redesigning how some of the things work in the project. I’m not sure at this point what direction Epic is going to take.

The last time I tried to use Github for an 8GB+ project repository I had issues. Now that Git Large File Storage is more mature and available, I might try to port the Mercurial repo back to Git. Git is terrible with large binary files and we have been using Mercurial for years now. Maybe I’ll look into it again here soon. Last I checked, github doesn’t like repos larger than 1GB.

Are people using Github to serve downloads now? That’s not against their terms of service? It seems kind of wrong to me to use Github as a file host instead of for tracking revisions.

I think he did meant to say that on Github you can update project files individually. So you dont have to reupload whole project package with updates. Also it is open window to other devs that might help with some fixes, updates etc.

Updated version of Cardinal Menu for UE 4.22.2

Specifically with some content for the @UWaterloo @GamesInstitute World Game Jam, geared towards STEM R&D for @MBCLab

Cardinal Menu 4.21 file is still corrupted, and can’t clone from the repository as it is offline. Any information on when it will be back online or if the project is hosted somewhere else?

Both work on my end. Sometimes there’s higher server load and the connections reset.

Thanks for the video!

I’m currently suffering this issue. I’ve tried to download it 3 times in firefox, each time it failed around 400 MB. I also got a download manager (XDM), and it’s failed twice at 17% and 50%. The server doesn’t support resuming. I’m trying the direct link now to see if it works.

Did the direct link work?

Yes, I got the direct link to work around the same time that I got that 4.22 from the youtube video linked above. Maybe try linking that on the website instead

This is a really great project and it looks awesome…but from a learning perspective, I find it a bit overwhelming. Is there somewhere that explains the nuts and bolts of how it works? Since you’re using all these dynamic buttons and things in the menu, it’s extremely hard to follow what code attaches where. Like When I press the “start server” button, exactly what happens and where does it happen? Searching the code for “start server” returns a single string node where a buttons string is set to “start server” but that doesn’t really need to any greater understanding of what’s behind that button.