Menu Starter Kit

Bug: Can Change Field of View from Main Menu but not from Pause Menu

Steps to reproduce:

  1. Open any project using the Menu System plugin and open MainMenuLevel
  2. Start Standalone Game
  3. Select “New Game“
  4. Open Pause Menu/Edit Settings/Display and adjust Field of View
  5. Observe the Field of View in the background blurred out by the Pause Menu
  6. Select back and Continue to unpause the game

RESULT: Field of View does not change from where it was when paused

EXPECTED: Field of View to change as adjusted

  1. With game still Open, Quit to Main Menu
  2. Select: Edit Settings/Display and adjust Field of View significantly so that you can notice the difference when reentering the game
  3. Return and select “Continue“

RESULT: Field of View is adjusted as expected.

Hi , so a long while ago i mentioned trying to integrate Auto Savior plugin with the Menu Starter kit as i was getting an “unsupported save game type error. At that time you said i would probably have to go through all the blueprints and reference them to the Auto Savior. Can you give me an idea as to how many blueprints that is?Or which ones? Do i need to add node logic in them or can i just go where i can select the classes on some Of the nodes? I did try to change some of the classes to Auto Savior where the nodes with the options are available , last message then after that , i got was , “ I need to reference the Bpi _SavableCharacter to use the save system.any help? Thanks

classic :smiley:
[HR][/HR]

Have you still tried to delete the files in App Data? There are some engine version independent files in there. To be sure delete these two folders:

  • C:\Users\YourUsername\AppData\Local\UnrealEngine
  • C:\Users\YourUsername\AppData\Roaming\Unreal Engine

Afterwards the engine will recompile all shaders, which may take some time.
[HR][/HR]

Field of view has to be updated on the player character. The settings widget is only writing to ini. Will fix this with the next update. About the other issues you reported: I will check these. However some scalability settings only work correctly when you play the packaged game.
[HR][/HR]

Please send me a mail. Don’t want to spam another 4 pages with this.

Hi,
I didn’t even know that those directories for storing app data even existed. After I deleted them I was able to successfully compile my project! Yea!

So you get a “Great Show, Gold Star” for your efforts!

Epic Games gets a poor show on this one. It turns out that I have been building projects since 4/24/2014 and I had directories from engine version 4.0 thru 4.20 out there. 369,513 files in over 48GB of disk space that was being wasted. Why they can’t put the smarts into the game launcher to clean up that area and remove stuff from versions of the engine that are no longer installed is beyond me.

[FONT=Helvetica, Arial, Verdana, sans-serif]Bug: Cannot Remap Negative Axis Values

[FONT=Helvetica, Arial, Verdana, sans-serif]Steps to reproduce:

  1. Open any project using the Menu System plugin and open MainMenuLevel
  2. Start Standalone Game
  3. Select Edit Settings/Key Mapping
  4. Select Key for either “Move Forward” or “Move Right” (Positive Axis Values)
  5. Choose any key to remap to
  6. Works as expected
  7. Now select Key for either “Move Backward” or “Move Left” (Negative Axis Values)
  8. Choose any key to remap to

[FONT=Helvetica, Arial, Verdana, sans-serif]RESULT: [None] is displayed as the new key

[FONT=Helvetica, Arial, Verdana, sans-serif]EXPECTED: The chosen remapped keys to be displayed and functioning as they do with the Positive Axis Values

*image shows Input setup in Project Settings

So here is my workaround:
Add MoveBackward and MoveLeft to “Inputs” in Project Settings, add to Character Blueprint, and DT_InputAxisNames. However, this is not ideal because if the player controls the character with both thumbsticks, the character movement speed doubles. Below is an image of how I have the inputs set up in the Project Settings. Note that if I use the same Thumbsticks for both the positive and negative directions, then the character barely moves at all with the gamepad (although normally with keyboard keys.) Ideally I would like the same functionality with both keyboard and gamepad. If this is not a bug, please advise on the correct way to set this up. Thanks!

Man where is the 4.20 version on this thing? We are at 4.20.2 and still no update. Your on Holiday? What kind of European month long Holiday is this, its time to get to work… I mean this with a :slight_smile: but dude come on lets get serious.

Don’t use the “*axis” keys. Instead of “Gamepad Left Thumbstick X-Axis” use “Gamepad Left Thumbstick Left” and “Gamepad Left Thumbstick Right”. The none of your previous post is displaying, because the menu expects two bindings, one for gamepad and one for keyboard and when you save and one is missing, it does not save correctly. This issue is fixed in 4.20.

Calm down. I was on holiday for one week and before that couldn’t get the packaging to work with an engine plugin (which was probably because of an engine bug, or at least some changes they did to how plugins work). If this was just compiling and uploading the plugin you would have gotten it within one week after 4.20 release.

@all
After the new hotfix 4.20.2 it seems to work. So you should now be able to use it as engine plugin (as before) or as a project plugin, that does not share any code (blueprint or c++) with your other projects. I submitted the files to Epic for review, so the 4.20 update should go live within the next week. If you still have packaging issues with the new version, please sent me a mail and I will try my best to help you getting it to work. :slight_smile:

Great to hear DarthWayne, good job!

Looks like Epic has not accepted the plugin yet for 4.20? I still can’t install it for 4.20, correct?

Edit:Update for 4.20 is live…Thanks…

same thing I was wondering,is this updated to 4.20 yet?

I have it working on version 4.20

The update is online for a week or so. Don’t you see the product page updated?

Hi there! How can i switch to Gamepad controller ?

did you do it in a new project or an existing project. When I delete the menu starter kit folders already in my existing project , I get a crapload of errors once the new ones are migrated in.

I took your menu and customized it for my game and I can’t have the plugin enabled now, so how do I disable the plugin without causing all the errors?

The following member variables in blueprint ‘WidgetBlueprint /Game/BF3MenuRemastered/UserInterface/Widgets/SaveSelection/WBP_SaveSelection_Load.WBP_SaveSelection_Load’ have invalid type. Would you like to remove them?

Savegames

One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
BP_Savegame
Menu_Instance
WBP_Credits
WBP_Save
WBP_SaveSelection_Load
WBP_Selection
WBP_Slider
WBP_SettingsAudio
WBP_SettingsDisplay
WBP_Option
WBP_SettingsGeneral
WBP_SettingsInput
WBP_InputAction
WBP_InputAxis
WBP_SettingsKeyMapping
WBP_Settings
WBP_Category
WBP_Level
WBD_Singeplayer
WBP_MainMenu
WBP_TitleScreen

can any one help with the out of date errors please i read through forums but there is nothing saying how to fix it, im on 4.17
One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor? WBP_SettingsAudio WBP_SettingsDisplay WBP_Option WBP_SettingsInput @DarthWayne

edit nvm fixed it my self

Question to author. Judging by demo video, controls remap has only one key/axis set per function. It is a shortcoming of other Main Menu assets i have been checking too. It has to be two or tree “columns” for setting up actions and axis. For example, Lookaround / flying directions has to be set to both mouse axis, and flightstick axis. Also, shooting has to be on both mouse button(s) and flightstick buttons, etc, etc. Can it be done in this asset? Thank You.

just wondering if anyone has the locked level by default working. I had them all set to true in the DT Levels while working with the game, but now I set it to locked by default to test and it don’t seem to work. I just set it them to false in DT levels. I use open level bp’s to transition from level to level. just wondering if there is anything else that needs to be done other than the above to get it to work. thanks

I update my project to 4.21 and I update the plugin, still same issue
Changelog 4.20 release

Bugfixes

  • fixed input mapping showing [None] when the keyboard or gamepad input is missing

when I test menu and inside edit setting key mapping when I change button it will be added automatically action mapping [none] I tried much time but this same issue, Please Help