Menu Starter Kit

Simply changing the engine version in of your project will not update the plugin. You have to install the Menu in your 4.21 engine and then copy the files over into your project, replacing the older files from the previous version. Note: This will obviously overwrite all customizations you made to my blueprints.

The unlocked levels are saved in your savegame. So in order to lock them again, you have to create a new savegame​​​​​​​.

This menu supports one keyboard and one gamepad mapping per function. If you need more, you have to add a second Input. Like “Fire” and “Fire (alternative)”.

Hi,
How can I add the menu to a custom built engine (from source)?

Many thanks

First you need to download the plugin for the engine version your custom build is based on:

  1. You need to have the engine version, that your custom engine is based on, installed on a Windows PC.
  2. Download the plugin for the base engine version with the Epic Games launcher.

Now the fun part begins. There are 4 ways you can try (simplest one first):

The quick and simple way (that will probably not work, but worth a try)

  1. Copy the already compiled plugin from the base engines plugin directory into your custom engines plugin directory.
  2. Try to activate the plugin.

Let the engine compile the plugin

  1. Create a new folder called “Plugins” in the root directory of a project created with your custom engine version.
  2. Copy the plugin into this folder.
  3. Delete the Binaries and Intermediate folder of the plugin.
  4. Try to open the project and let the engine recompile the plugin.

Let the engine compile the plugin (with a trick)

  1. Create a new C++ project with your custom engine version.
  2. Create a new folder called “Plugins” in the root directory of that project.
  3. Delete the Binaries and Intermediate folder of the plugin.
  4. Recreate the .sln file.
  5. Open Visual Studio and make sure you see the plugin source.
  6. Compile everything. VS should now create your projects binaries and also the plugins binaries and intermediate files (you need both).

Recompile the engine

  1. Copy the plugin into your custom engines plugin directory.
  2. Recompile the engine.

Does this support coop saves? Basically it saves the main host progress and world but just saves the other players inventory? Making a survival crafting game with base building.

So there are always 3 or so saves in the slots list . one is save 1 for the manual save , the other 2 say "quick save ". is there a way to remove just the quicksave slots? I noticed in the widget where it shows the quicksave slot and screenshot (WPB_Save) , if any of it is set to hidden , it also hides the "save 1 " manual save slot information. like if I remove the date and time text from the widget that shows the quicksave info(WBP_Save), then the date and time is gone for the manual save slot also. Same with the screenshot. I cant even figure out where the manual save slot text " Save 1 , Save 2 , etc…, even originates from. But its like that widget is tied into all the slots. I disconnected everything that referenced the quick save slot in the widgets bp"s , even deleted the function in the BP_savegame to test , but it still don’t go away.Though I noticed that if I delete the “quicksave” text in the widget , the “save 1 , and save 2” etc… text still shows up for the manual saves. just the date/time and screenshot don’t don’t show up in the manual saves if removed from the widget. The quicksave slots do not show the the correct date format , but they show the original format that is in the widget blueprints , like - %d.%m.%y.%H:%M. I’d be good with just manual save slots.

I think these are actually error slots , they just automatically pop in there, because I have other savegame class in project , like for an inventory for example. Thing is in one way or another these are all tied in on the player character. Inventory save and load functions are tied into your OnSavegameSave and event OnSavegameLoad., but I don’t understand why it auto creates another save slot. when i play for a second and make one manual save , all these files are in there , and player progress and options saves are in there automatically , even if i dont make a manual save , is there a way to keep error , or those quick save slots from showing? ,Maybe show just manual save slots , I think your game progress save is somewhat automatic but does not show a slot.

Вообще не работает смена языка . Можете помочь ?

Hey, one of the customers have detected an issue. He says “I’m using an Xbox 360 style controller and want to unvert the camera ( right joystick) but not the movement joystick (left). This is a standard feature in most games. However in this game, both are affected so pushing forward on the left joystick makes travel go in reverse. I can’t play like this.” So how can I fix this issue? Thanks!

The menu loads all savegames from your saves folder. If a savegame is of the wrong type it will show an error. In 4.19 or newer the function to load the savegames has a ignore array as parameter. Just add your other savegame names there and they will be skipped.

You can of course split this option to have one to invert the right stick and one for the left. The blueprint you have to edit is WBP_SettingsInput. See the image below. Duplicate the UI elements and then split the blueprint event, so that each function call has its own event. In case you are wondering, the events here are bound at runtime to prevent out-of-date compile errors, that may appear if you bind them directly.

Excuse my ignorance , but where can I access that array? I see an “Exclude” array on some of the functions , but I can’t find an “ignore” array or where or how to access it , to list savegame files into. I am in 4.19.

Should I add pins here and put the save names I want to exclude or something?

yes, that is the array I mean. There are a few calls of this function. In the main menu for the continue button and in the save and load selection.

Ok so these save functions will still take place in the backround , but just not show up in the save or load menu? Like your Gameprogress is important for level unlock , so it still takes place , but just does not show in the menu? Otherwise , boy that’s works sweet.

Will there be an 4.22 update?

I double that

Its been a month since 4.22 came out. Please get the update done.

@DarthWayne
Yes, please, waiting for the 4.22 version.

in meantime ,if the plugin is moved into my project folder , is it possible to open it in 4.22.2? there is a nav invoker fix in 4.22 that I need.

@DarthWayne
Hello; hopefully, you’ll update to 4.23, right?

When do you expect to put out 4.23 update?