Menu Starter Kit

Correct, German or any other language you want to support. The localization dashboard is a bit buggy sometimes, so best translate only a few texts first and see if it works.

Thanks, I’m doing good with your plugin everything seems well commented:)
However, I got lost in the DT_General settings a bit, since I wanted to use the function ReadIniValue and wanted to call it from level blueprint.
Would you please show a simple trigger of events based on, let’s say “difficulty settings”, like just an example of it to call from level blueprint…
Based on the 0 or 1 value, to display different condition. I did try using **ReadIniValue **with switch on string but couldn’t make it work.

Where are these inis located, couldn’t find the usual folder?

What am I asking is a simple example of "ReadIniValue" how to implement is in level blueprint. Like based on “difficulty value”, let’s print different texts.

if I wanted to use the IsDestroyed variable to save actors as destroyed on reload , the array with actor ID’s , would it need to be a Boolean as well, an integer? Name?

The general settings save the selected index to the ini file. So if your values for difficulty are “Easy”, “Medium” and “Hard” and you select “Hard”, then “2” will be saved to the ini. In your level blueprint, read the ini value and switch over it (case 0, case 1, case 2, …, case n). Case 2 would equal difficulty “Hard” in this example. You can find the ini files in the saved directory of your project or AppData for packaged games. I can extend the docs to add an example, don’t know when I will come to this though.

An ID is a unique identifier for each actor. You can use any variable type you want, but usually strings or numeric values are used. If you want to use a boolean, you can have max 2 actors (one for value true, one for false).

DarthWayne, thanks for the suggestion, I’m doing exactly what you say, trying to switch from strings based on ini values. I check that ini values both in editor gameplay and cooked game are not updated properly(I have to exit and re-enter game to see that the value changes in ini files)

This is my simple set up. I just wanted to turn a light on if the subtitles on settings is read from general settings. It doesn’t work, even in the cooked game, even if I select “subtitles off”, the light is turned on, which it shouldn’t?

Unless I didn’t understand what you are suggesting by “switch over with cases”…please help::wink:

Untitled2.jpg

Well, as usual, 15 minutes after posting you always figure out the solution. My inital set up is wrong. Here is what I did and it works. Didn’t test it in the cooked game though.
Untitled3.jpg

Why don’t I save my character coordinates on the map ?

Hi, how do I tweak the default scalability settings so the players don’t experience too slow main menu when they first run the game?

are you going to update to 4.20?

Hi,
I ran into the following messages when trying to compile a 4.19 project that DOES NOT use the menu starter kit. How can I fix this so I can compile my game again.

LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, ‘/MediaCompositing/’,
LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, ‘/MediaCompositing/’,
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 392.744ms to complete.
LogTemp: IPP ERROR: Could not find provision directory ‘C:\Users\Bruce Oberleitner\AppData\Local/Apple Computer/MobileDevice/Provisioning Profiles/’.
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’,
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’,
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, '/MediaCompositing/
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, '/MediaCompositing/
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’,
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, '/MediaCompositing/
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooking /Engine/EditorResources/LightIcons/S_LightError -> E:/Unreal/Unreal Engine 4 Projects/US0518/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorResources/LightIcons/S_LightError.uasset
UATHelper: Packaging (Windows (64-bit)): LogSavePackage: Display: Finished SavePackage E:/Unreal/Unreal Engine 4 Projects/US0518/Saved/Cooked/WindowsNoEditor/Engine/Content/EditorResources/LightIcons/S_LightError.uasset
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure - 3 error(s), 449 warning(s)
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
PackagingResults: Error: Unknown Cook Failure

I have not had this issue but Look on page 2 of this thread, same issue is mentioned , seems that tutorials can be deleted. There is more info there as well.

I think the problem is the length of the pathname. As for why it’s looking for the tutorial level, maybe it’s because I transferred some projects from 4.18 to 4.19. Maybe this process changes things so that the tutorials levels that where required in 4.18 are now needed to 4.19 because the copied project brought that information to 4.19.

The menu itself should not be slow. Do you have a big or complex main menu level? If your game needs some more time to load you can show a loading screen for a few seconds after the main menu levels begin play event.

[HR][/HR]

I have some packaging issues with 4.20 that I have to resolve first. So far it looks like a possible solution for these issues is to move the whole plugin (not only the content, but also the C++ code etc) into the project folder, but this is a bit hacky so I want to do some more research for a nicer solution before I submit the update to Epic.

[HR][/HR]

You posted a similar error log in page 6 of this thread. Didn’t the solution work for you?

Try to move your project to a shorter file path, e.g. from “C:/Users/xy/Documents/Unreal Projects/Test/Whatever/My Project” to “C:/My Project”. If the errors don’t go away you probably have some references to the tutorial blueprints somewhere in your project data. There was a similar issue on page 2 of this thread. I removed the tutorial blueprints for this exact reason.

Great menu system! I’m having a bit of a problem, though. As a test, I added this to the TwinStickBP template and changed the TwinStickExample level name to “Level01.” If launching the level through from the Menu via the New Game button, everything works as expected.

However, when working in the level itself, when PIE, no controls, inputs, etc. work regardless of World Settings, or changing Game Modes, etc. in Maps and Modes in the Project Setting. (Unless I missed something.)

This is inconvenient if you are making numerous changes in a level and testing as you go as it would require closing the current level opening the MainMenuLevel to launch the level every time. Please advise how to correct this, if possible, thanks!

What I meant by that is because of the 3D scene at the background of the main menu, some slow systems can provide low fps. This usually happens in my games since they are demanding. So I’d like to know how to set the default settings like Shadow Quality and similar for the game to be ran for the first time. Maybe I’d set them all to High instead of Ultra. Or adjust them individually. Is there any way to tweak those default settings?

I would not rename the level, but the entry in the datatable. That should not be the cause for your issue though. Do you have the correct game mode selected in the world settings of your level? Can you check if the level is loading the correct character and/or controller blueprints?

Generally you should keep your main menu as simple as possible, so you won’t have any FPS issues on the low end of your supported devices. You can set the default values in the ini files. Here is a link to the docs section: Scalability Reference for Unreal Engine | Unreal Engine 5.3 Documentation

I can’t tell you which settings you should tweak, as this depends on what settings cost a lot of fps in your game.

Issue resolved: When playing an individual level in editor, it appears you have to click on the window with your mouse to make it active, otherwise keyboard, mouse and gamepad will not work. If you know of a workaround that would be great but if not, it’s not a big deal.

Ya. I just wish I knew where to find those references to the tutorial levels in the config files or project data so I could manually remove them. As to the fix, well it worked in 4.18 for a while. By this I mean that when you created a new project, these problems seem to put themselves into the new project thus forcing me to have to deal with the same problem again in a new project. Then when you copy the project to a new engine version which now happens ever 4 months or so, the old problem comes back and has to be dealt with yet again. My problem is that since I do this as a hobby and it’s not my full time job, I can’t always remember how to do the fix since I might have to put a project on hold for 2-3 months while real life takes over.

So here’s what I can’t understand

I installed UE4.20.1 and have now removed all other versions of the engine. Since there is no valid “MenuStarterKit” plugin for 4.20, by definition it can’t be installed in version 4.20.1 of the engine. So I created a new project with the flying vehicle template and tried to compile it without doing any modifications to the project. I get the same messages in this as shown in my post above. At this point, I can’t compile anything in UE4. It’s effectively dead.

LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/MeshEditor/’, ‘/DatasmithContent/’, '/Mag
LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/MeshEditor/’, ‘/DatasmithContent/’, '/Mag
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 226.174ms to complete.
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’,
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’,
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/MeshEditor/’, ‘/DatasmithContent/’, '/M
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/MeshEditor/’, ‘/DatasmithContent/’, '/M
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’,
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’, ‘/CryptoKeys/’, ‘/MeshEditor/’, ‘/DatasmithContent/’, '/M
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘/MenuStarterKitPlugin/MenuStarterKit/Tutorials/BP_Tutorial01MainMenuLevel’ is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: ‘/Engine/’, ‘/Game/’, ‘/Paper2D/’
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure - 3 error(s), 5 warning(s)
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
PackagingResults: Error: Unknown Cook Failure

Graphics Settings Bug(s)

Steps to reproduce:

  1. Open any project using the Menu System plugin and open MainMenuLevel
  2. Start Standalone Game
  3. Open Edit Settings/Display menu and adjust to your monitor’s native resolution and select Wndow Mode: Fullscreen
  4. Open Graphics menu and change settings for “Overall“ to “Low“

RESULT: Becomes “Windowed“ at a lower resolution

EXPECTED: To lower the resolution but remain in Fullscreen

  1. Return to Display Menu and restore Window Mode to “Fullscreen“ so now it should be at the lower res, but full screen.
  2. Return to Graphics menu and set “Overall“ to “Ultra“
  3. Return to Display menu/Observe screen quality

RESULT: The resolution remains at a lower setting in full screen

EXPECTED: The optimal/native resolution to be restored by selecting “Ultra“ in the Graphics Setting.

  1. In the Display menu, manually restore the resolution to your monitor’s native resolution
  2. Return to the Graphics menu and toggle through the “Overall“ settings using the arrow keys
  3. Observe Screen Quality

RESULT: Text and graphics appear soft, fuzzy, anti-aliased

EXPECTED: Text and graphics to appear sharp at their native resolution, when “Ultra” is selected, as they appear before making these adjustments