can you tell me where is the script for launches my games I looked in the widjet WBP_MainMenu I do not find
FIrst of all, top notch plugin, 100 hours saved easy…
However, for some reason the keybinding menu will not display the negative names… Any ideas’???
Hey,
Any chance for a brief step by step on how to add this menu to one of the sample projects?
Such as the third person, I have managed to get the sample running through your documents but am just struggling to get the connection on how to combine the menu with an existing project like the samples.
Menu looks awesome, thanks!
Not sure what you are trying to ask me. Are you searching the code where I start a new game? There is a function in BP_GameInstance called “start new game” that does this.
You need to define two inputs, a positive and a negative one, in your input settings. So instead of Gamepad Left Thumbstick Y Axis use Gamepad Left Thumbstick Up and Gamepad Left Thumbstick Down. If you want or need to use the axis for the input, best make it not rebindable (add the input to the IgnoredAxisMappings array in WBP_SettingsKeyMapping). Otherwise you would need to add some logic to map a keypress to an axis which can get quite tricky in both, UI/UX and code.
Hi, so far so good, plugin seems good. I have the one issue though, i followed the tutorial the letter , but after adding BPI saveable character to class settings, there is no onsavegame load appearing in my own player character interfaces?. Ive added a cut and paste of on savegame load from the player character example in plugin content but the main pause menu has no load button enabled or load function. It seems to save ok perhaos, but cant tell. Im using 4.18.2, only tested in PIE, but the example map uses load fine in pie.
Hey I think my previous post was missed due to a moderation delay.
However I managed to get my previous issues resolved, the issue I have now is I am following along some courses regarding multi player projects on Udemy and it calls for us to create our own game instances in C++. In the documentation I can see you can re parent a blueprint instance but do you have any information on how to integrate a custom C++ Game instance with your menu system? It looks like we would need to at minimum add functionality to load the game settings… but I want to make sure the in game pause system will also work correctly.
thanks!
Sorry, I didn’t get a notification about your last post.
You cannot use a blueprint class as parent of a C++ class, but you can use a custom C++ class as parent for a blueprint. Reparent BP_GameInstance to use your C++ game instance as parent instead of the UE4 class GameInstance. Should work just fine.
Awesome, that works just as I hoped, appreciate the hard work and feedback
Hi,
I have installed your Menu Starter Kit in a UE4.18.3 project and everything works great! Thank You!
So how do I save variables that are in my Character blueprint to the save system? And then, how do you reload the variables back when you load the save? You documentation doesn’t seem to have lots of information on this topic. If I have a Firstname and Lastname text type variables how would I do this.
BTW, something happened last night and my compilation routine no longer works. It generates these error but I don’t have a clue how to fix this. Can you perhaps point me in the right direction to fix the problem?
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsAudio] Event node ValueChanged (SliderVoice) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsAudio.WBP_SettingsAudio
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsAudio] Event node ValueChanged (SliderSFX) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsAudio.WBP_SettingsAudio
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsAudio] Event node ValueChanged (SliderMusic) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsAudio.WBP_SettingsAudio
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsAudio] Event node ValueChanged (SliderMaster) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsAudio.WBP_SettingsAudio
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsAudio] Event node SelectionChanged (AudioQuality) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsAudio.WBP_SettingsAudio
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsDisplay] Event node SelectionChanged (WindowMode) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsDisplay.WBP_SettingsDisplay
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsDisplay] Event node SelectionChanged (FPSLimit) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsDisplay.WBP_SettingsDisplay
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsDisplay] Event node SelectionChanged (Resolution) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsDisplay.WBP_SettingsDisplay
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsDisplay] Event node SelectionChanged (VSync) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsDisplay.WBP_SettingsDisplay
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsDisplay] Event node ValueChanged (FieldOfView) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsDisplay.WBP_SettingsDisplay
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsInput] Event node SelectionChanged (InvertMouseX) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsInput.WBP_SettingsInput
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsInput] Event node SelectionChanged (InvertMouseY) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsInput.WBP_SettingsInput
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsInput] Event node SelectionChanged (InvertControllerX) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsInput.WBP_SettingsInput
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsInput] Event node ValueChanged (RightStickSensitivity) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsInput.WBP_SettingsInput
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsInput] Event node ValueChanged (LeftStickSensitivity) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsInput.WBP_SettingsInput
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsInput] Event node ValueChanged (MouseSensitivity) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsInput.WBP_SettingsInput
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_SettingsInput] Event node SelectionChanged (InvertControllerY) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_SettingsInput.WBP_SettingsInput
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler WBP_Option] Event node SelectionChanged (Selection) is out-of-date. Please refresh it. from Source: /MenuStarterKitPlugin/MenuStarterKit/UserInterface/Widgets/Settings/WBP_Option.WBP_Option
Basically you only need to add new variables to BP_Savegame and implement the functions of the interface. Can you give me a hint where exactly the tutorial is unclear, so I can explain it a bit better?
Check the faq in the first post of this thread. I don’t know what exactly causes this issue, but there is a workaround for it.
Hi,
I’m working on an Archviz project and decided to buy your plugin to allow me to reach a professional presentation. I’ve managed to make the menus work thanks to your documentation.
However, I’ve encountered a few issues that exceed my limited knowledge. I’ve only quite recently tackled blueprints. I’ve moved the entire plugin folder “MenuStarterKit” inside my project. I’ve read in a post a bit further that it was necessary in order to localize my project.
When I play around the menus by using PIE, all is fine and dandy (Mouse/Gamepad/Keyboard).
But when I try it “Play StandAloneGame”, some menus are wrong like the General Settings Menu: Force Feedback, Subtitles and Difficulty are replaced by Language.
And in the Graphics Menu, The resolution doesn’t appear and can’t be changed and the window mode doesn’t do anything either.
It would be greatly appreciated if you could help me figure some of this stuff out!
Thanks in advance
Anyways, great plugin! I can’t wait to make it functionnal for my future projects!
hello i just bought your plugin. i like it but im having an issue with it everytime i try to go to a certain level in my project it kills the editorpie. its only this one level not all of the levels just this one
Error: travelfailure:invalidURL,reason for failure: Invalid URL:/ MENUSTARTERKITPLUGIN/MENUSTARTERKIT/levels/ mainmenuLevel shutting down pie
please help any help would be much appreciated thanks in adavace everything else works nice work here!!! im running 4.18
Hello Again,
I implemented the work around solution you recommended for my problem with the compilation error and that fixed everything and she now compiles cleanly. Thanks! Yea!
As to the save game problem, I didn’t understand that I had to add the variables to BP_Savegame class FIRST. I hyper locked on the picture in your save game instruction of the OnSavegamesave function and tried to add them there before changing the BP_Savegame class.I finally figured this out when I read some of Epic Games documentation on the Save Game Object class. So I’ve now made the changes to that but I’ve noticed the the OnSavegameLoad function never came up in my character interface class as mentioned in the instructions. I take it that if I want to load my variables back into my character it would be this function that I modify to load the variables from the Save Game back in to my character?
So here’s another question for you.
If I wanted to save demo recording files (IE .DEM file) and then load and replay them, could I create menu option for that with your package. And exactly how would you do that?
Sounds like an localization issue. Have you tried it in a packaged game?
Some of the graphics settings only work in a packaged game. If there are no resolutions shown, then the game wasn’t able to automatically detect them. There should be a failsave with hard coded resolutions in the function that reads the resolutions in BP_SettingsDisplay. You can add some debuging prints there to see where the issue comes from. You can also change the function to always use the hard coded resolutions as a workaround.
Instead of packaging you can also launch your game (button next to play).
Sounds like the level name is invalid. Make sure you actually have a map called mainmenuLevel. To test this you can add a button to the main menu that calls the “open level” function with the name of your map as parameter.
Yep, you need to implement OnSavegameLoad. However as this is a void function without a return value, you won’t see it in the functions list. Instead you can override it in the event graph like you would override the “Begin Play” event.
I have never used .dem files yet, so I don’t know how to use them in UE4. But you can of course edit the menus and add new buttons or edit the save functions to also save .dem instead of only the .sav file.
Hi,
A .DEM file is an old thing from back in the UE3/UDK days. Basically its like a network traffic recorder and it records the network traffic from the current game to a file for later playback. To try it, use the following command on the command line prompt (IE use the ~ key in game)
Demorec
This will start a demo recording and automatically assign a file name to it like DEMO1. You can also say DEMOREC QX9Test1 and it will create a demo file with the name QX9Test1. To stop recording, you say
Demostop
To play a recording, at the command line you say
Demoplay QX9Test1
All files are sent to a sub directory on your game called “Demo”. This sub directory is built after you try to record your first demo file. I believe that in UE4 you can only do this from a compiled game and not from with the PIE but I might be mistaken on that.
Ok, so basically you record the network so you can watch the recorded game afterwards as spectator? Do you want a separate menu for this? Like a replays submenu in the main menu? In that case you would need a function that returns the names of all .dem files on your system and just display the result in a new menu. You could reuse parts of the save selection menu for this. If UE4 does not have a function to get all .dem files, check my C++ sources. There is a function that returns the names of all save files in your save directory. Maybe you can adapt that.