Yea, that’s kind of what I am thinking. A sub menu that has a list of the demo files currently available. You pick one and then we execute the command “DemoPlay Demo7” and off it goes. In my game I’ve added custom events in the player controller so you can start a demo recording and stop a demo recording.
BTW, The directory for the demo files would be under your project directory in the Saved\Demos directory.
Hello,
My Menu disappears. I added the menu to my project and edited the widgets. I then click on NEW and enter my game. Works great.
I close the game and then open it up, the Menu is gone.What am I missing?
Thanks
There is a function in BP_SettingsDisplay that returns the array of resolutions. This array is queried from the monitor using a default UE4 blueprint function. If this fails (which happens quite often sadly) there is a failsave that uses some hardcoded resolutions instead. You can add the 4k resolution there.
I assume you have sent me the email about this issue? If not please sent me one.
I fixed I have to re-install the plugin, I have to remove one of the files that you provided to fix the problem of widget show on Out-Of-Date error, looks like those files caused the problems with the mouse slider always was back to 0, so far I am so happy with the plugin and waiting for the next update.
Hi, what should I do to get a key rebinding? In the “ENGINE / INPUT” keys assigned but still resets to “NONE”, “Restore Defaults” - works. Version 4.18
I got the plugin updated for 4.19 and doing some final testing today/tomorrow. If everything works I will submit the files to Epic and the new version should be available within the next two weeks.
hi i just found a issue with the menu system… when i go to controls and set my mouse sensitivy down then it is zeroed out leving me unable to play game when i go iout of menu i open it back up to controls and mouse sensitivit y and it is set to 0 instead of the 70% i put into it ? any idea whats happening?
I tried to look in the wbp_Level and wbp_LevelSelection, I’m having a hard time understanding to be honest.
In the struct FLevel, everything is by default. Category is on ALL but I don’t know if it’s important.
In ELevelCategory, I removed the ones I didn’t need to be left with ALL and ACT1
Then I rewatched your demo video and I noticed I never got access to the wbp_Category, I always go straight to the level selection page
I thought I messed up somewhere so I reimported your plugin, moved the whole folder to the a newly created project and the same errors occured
I also had trouble implementing your menu in 3dWidgets in a VR project using the vive. Would you have any tips or things to keep in mind using a widget interaction system?
You probably used my workaround for the out-of-date errors? In the widget containing the mouse speed (WBP_SettingsInput I think) there is a mistake in the event ssving the mouse speed value. Should be slider value / 100. Also the construct event should be ini value * 100 instead of ini value * 1000. This issue will be fixed in 4.19 update.
These errors show if you haven’t selected a preview image. Some of the warnings are normal because there are levels without data on the widget for designing, that get removed when the resl levels are loaded. These warnings will be fixed in 4.19.
The categories only show when you are using more than one. If you defined ALL and ACT1 but only have levels in ALL the category selection is useless and so I skip it in that case.
@**DarthWayne Just picked up the kit, noticed in the first thread of this forum that it was mentioned that you were testing a possible VR compatibility for the menu system. Did anything ever come of this? **
It seems to be possible to use this menu with VR, but you have to do some adjustments. I don’t own any VR device, so everything I know about setting it up for VR is based on reports I got from others. The basic steps are:
Create a Blueprint based on Actor with a widget component on it. Set draw size to 1920 x 1080 and select the menu you want it to show. Make sure collision is enabled. You can place this blueprint in your level like any other Actor.
Find all calls of the add to viewport function. There is one in the main menu level to open the main menu, one in the character to open the pause menu and one in WBP_BaseWidget that is used for menu switching. There are probably also some to open the dialogs (confirm dialog, key rebinding). Replace them and add the created widget to the widget component of the blueprint in 1.
Create a Blueprint based on Pawn with a motion controller component and a** widget interaction component** parented to the motion controller. Create an input that fires on motion controller trigger. In the event send a keypress to the widget interaction component.
You may need to edit the function that handles the keyboard and gamepad input in the menus (on preview key down I think). I got reports that this may block input to the VR menu.
As I said, I don’t have any VR device and therefore cannot test this on my end, nor can I reproduce any issues you may be facing. You can try to implement this, but its definitely not a feature of the plugin and so I am not able to give support for any issues with VR.
“If the gather text function of the localization dashboard does not find any translatable texts, try moving the plugin content into your game content folder. You have to use the UE4 content browser to do this, as some internal references have to be updated when moving uassets between plugin content and project content folder.”
I tried to move the plugin content into my game content folder, but now it appears as though all references within MenuStarterKit widgets to the MenuStarterKit structs or other widgets are now broken. Have you seen this before? What fixed it?