Menu Starter Kit

You have to use the UE4 content browser to move the assets. Don’t move them in Windows Explorer!

Thanks for the reply!

I did use the UE4 content browser to move them. :frowning: The only time I’ve ever used Windows Explorer to move UE4 assets has been since this issue happened, in an (unsuccessful) attempt to resolve it.

Do you know of any way to resolve this issue once it’s occurred? Normally I’d just start it over again, but I’ve already heavily customized the main menu level and the widgets in the UserInterface folder, so I’d like to avoid having to redo all that work if at all possible.

I replied on the marketplace comments also. I installed from marketplace to engine 4.18. enabled plugin , set to bp_GameInstance, show engine and plugin content are checked,MainMenuLevel set to default. but no folders for your menu system show up anywhere. the MainMenuLevel starts up but is only a camera actor in an orangish backround with a grid. that’s it.no where to even select MainMenuLevel map. it shows in world outliner however. am I missing something? I opened in an existing project with inputs already set up.i mean , if I click play , it seems to see all my inputs correctly as far as I can tell , but there seems to be no content folders to change to my levels or make other changes. also when play clicked , the resolution field is blank.and though I installed from marketplace , it still pops up as a plugin that needs to be enabled.----------------- update , so what I found is that it does not show up in my folder view in the contents folder like everything else does. but on the left if I scroll down it is over there under “MenuStarterKitPlugin” content. I cannot migrate it to my contents folder section as it says it already exists there. but I can access it from the left side menu.

Hi,
I recently started working in UE4 4.19 and I got this is a project I tried to compile that oddly doesn’t use the menu plugin

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/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, ‘/MediaCompositing/’, '/AppleARKit
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/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, ‘/MediaCompositing/’, '/AppleARKit
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 329.65ms to complete.
UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool “E:\Unreal\Unreal Engine 4 Projects\Wasteland 4.19\Wasteland.uproject” “E:\Unreal\Unreal Engine 4 Projects\Wasteland 4.19\Intermediate\Build\Win64\Wasteland\Development\Wasteland.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -inst
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/’, ‘/CryptoKeys/’, '/DatasmithCo
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/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, ‘/MediaCompositing/’, '/AppleARK
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/’, ‘/CryptoKeys/’, '/DatasmithCo
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/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, ‘/MediaCompositing/’, '/AppleARK
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/’, ‘/CryptoKeys/’, '/DatasmithCo
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/’, ‘/CryptoKeys/’, ‘/DatasmithContent/’, ‘/MediaCompositing/’, '/AppleARK
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooking /Engine/EditorResources/LightIcons/S_LightError -> E:/Unreal/Unreal Engine 4 Projects/Wasteland 4.19/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/Wasteland 4.19/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/’, '/CryptoKey
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure - 3 error(s), 110 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

The references in your project are working, if the files are in the correct folder. If your references are broken and the files are currently in your project, try moving them with Windows Explorer back into the engine directory. Then use the UE4 Content Browser to move them back into your project again. (Other way around if they are broken in the engine directory of course) If this doesn’t fix the issue, please sent me the following in an email: screenshot, error output, one of the broken files.

Your post is really hard to read. A common problem with the visibility is, that you have to enable both, Engine Content and Plugin Content, as this is an engine plugin. Once you see MenuStarterKitPlugin Content in the long list of plugins, you can move the content folder into your project. Do not migrate the content. Just drag and drop within UE4 content browser.

Check bottom of page 4 in this thread. That issue already came up once. In short: UE4 has some references to the blueprint in editor tutorial files of the plugin. This error can show up, if you disable a plugin (that contains such tutorials). Therefore I removed them completeley in 4.19. Did you update your project to 4.19? Maybe that also brings up these error. In that case, just copy the tutorial folder from the 4.18 plugin into the 4.19 plugin.

so I am relatively new generally to UE4, so I put your plugin in an existing project that has a basic menu and pause menu , and level finish bp to move to next level via the pause menu. this may sound a bit noob here but , I got your menu working , though when I finish a level it goes to my projects pause menu via the level finish bp. 1 key is pause menu for me, how do I get to your menu? since pressing the 1 key takes me to my pause menu.do I have to set up a key for it? or can I switch my pause menu key to access your menu? and when level finishes how will your menu recognize this? do I need to use a level transition bp or level finish bp or something and link to your menu? thanks

this from razmaz 51, what I didn’t realize is that it’s installing in the engine as a whole and that’s where its installing the content. like it is not in my project specifically its in the plugin folder in the 4.18 engine as a whole. across all my 4.18 projects. I tried to migrate it into my project , wouldn’t do it , I will try to drag and drop. post above I have a couple questions as well. thanks ---------------- so where do I access the plugin from my project to drag it into content browser? I can do editor/plugins and see them all but cannot drag anything over. and I can see it in the left menu and access it there , but cannot drag it from there either.can I just go in the engine folder in windows D drive and drag it in from there?.

another thing I noticed is , in editor or packaged, keymapping works , but if I remap a key , it inverts the mouse x axis. in editor if I go back in and invert the the mouse axis , it will work , in package project it will not work. in both editor or packaged , if I set keymapping back or back to default the mouse axis will correct itself again. audio does not work in either, I mean it plays but the sliders don’t affect it. otherwise this menu system is great.

You can assign any key you want to open my menu. Take a look at how UE4 input system works.

You can load a level using the default UE4 function “open level”. My menu will not recognize this, instead UE4 will automatically remove all widgets from the viewport. You don’t need to do anything else. If your loading times are long, you should think about adding a loading screen though.

There are two folders in the content browser: MenuStarterKitPlugin C++ Classes and MenuStarterKitPlugin Content. Drag the root folder in MenuStarterKitPlugin Content (=> MenuStarterKit) into your projects content folder.

You can, but this will break EVERY internal reference in the plugin content. So: Don’t move it with Windows Explorer.

I have never seen this issue before. Did you edit anything in the widgets? Does this happen on a blank new project with nothing but my plugin enabled? Which engine version?

You have to use the default engine audio classes (check WBP_SettingsAudio, to find out which exactly). If you are using < 4.19 audio settings have a bug, that does not save the sound class level correctly. See known issues in first post of this thread.

thanks for replying. I am in 4.18 , I have not altered any widgets , just put my couple levels in the DT_levels, so far have only tried in an already started project(a blueprint project third person shooter). i am using Marcin’s Third Person Shooter Kit assets.1st page of thread you mention that key binding only works properly if mouse and keyboard are specified in the input settings. is that in project settings/input , where all the others are? if so do I have to set that up , since I cannot easily see any options for it there.
I been trying to drag the MenuStarterKitPlugin Content from the left side list in my project into the main content folder , but it wont let me , it says I cannot copy or move or copy a folder onto itself.show plugin content and show engine content are both checked. first on the left side list is “Content”(this is main content area where all the rest of my stuff is), then Engine content/Engine C++ Classes/Actor Sequence C++ Classes/ and so on alphabetically til it gets to “M”, where your MenuStarterKitPlugin content is listed.so far it works from where it currently is located as far as level loading and packaging. in my project I have a "LevelFinish_bp , which auto takes me to my project pause menu when I reach it and allows me to select next level , which is set up in the LevelFinish blueprints. my pause menu has an option to go back to main menu,which when I select it there , it goes to your menu,oddly.,which is ok , but that takes me out of the game if I want to change anything in your menu.
in this thread you mention things like "WBP_SettingsKeymapping, or BP_SettingsDisplay(since I have no resolutions in the menu), or the WBP_settings audio, : where are these located in my project? thanks

sorry about the text wall , I divided it into paragraphs but it don’t do it once I post.--------- I created open level blueprints with loading screens and they work .I went to project settings /input and created a key for “main menu” to get to your menu, it does not work. is there something else I need to do in a blueprint or something to create a key press to get to your menu? thanks

Hello Razmaz51 I am not the plug-in creator but just recently set this all up in my project. I would advise you to look up his documentation and it walks you through easily setting up everything, at present I don’t think there’s anything built in for loading screens, but I saw someone ask about them on the actual marketplace page for this plugin and the creator explains how you could add some kind of loading images between levels. I would take a look at that and see if it helps.

yea I found a tutorial for simple creating loading screens. was easy peasy. create widget node /add to viewport node in between begin overlap and open level nodes. create a widget and add an image, put the name of your widget in the widget node… I have been unable to create a key press to get to his main menu yet. as mentioned above. I must be missing something.do you know where the WBP_SettingsKeymapping, or BP_SettingsDisplay(since I have no resolutions in the menu), or the WBP_settings audio are located? thanks

The widgets (all files that start wirh WBP_) are located in MenuStarterKit/UserInterface/Widgets. You should also take a look at content browser search and filter options.

The main menu is not intended to started with an input event. Instead it shows up when the main menu level is loaded (level blueprint). To show the pause menu take a look in the docs. You can mostly copy/paste it from the example character in MenustMenuStar/Blueprints/UsageExample.

where is the “settings display” and audio? in your content or in the engine?my project?
" The main menu is not intended to started with an input event. Instead it shows up when the main menu level is loaded (level blueprint). To show the pause menu take a look in the docs. You can mostly copy/paste it from the example character in MenustMenuStar/Blueprints/UsageExample."-------------------------------------- So how do I tie the button press(input) to the level load?----------------------------------I see the WBP audio but know little about sound classes. I copied and pasted the open pause menu nodes from your character bp to my TPP_character blueprint,but cant figure how to get an input key to open the pause menu, so far , my normal pause menu key(1), opens my pause menu.i mean if i assign a button to open your menu in project settings/input , what am i calling it ? pause?main menu? in my project the input for opening my pause menu is called “PauseGame”…all my inputs were already set up when i started the project, I didn’t set them up so I don’t know much.there is a warning when I pasted your pause menu nodes. it says
“input action event references unknown action"pause” , for InputActioPause node.

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?----------------more detail would be nice , you say go here and do this or that and some of us don’t know what to do there. in the WBP settingsdisplay, there is a node that is failsafe node coming off the false pin of the branch. the way it looks is like if it fails to gather resolutions then the failsafe setup kicks in and gets the hard coded ones. that’s all I can tell , I have no idea what to do there. add a node? change a node value? what node? what value? otherwise basically the resolution section of your menu doesn’t work.like in the documentation about the audio , theres a pic of a blueprint node , read ini value,and a file path in it.(/source/menustarterkit/audiosettings/). the nodes in the audio blueprint don’t look like that.

“The main menu is not intended to started with an input event. Instead it shows up when the main menu level is loaded (level blueprint). To show the pause menu take a look in the docs. You can mostly copy/paste it from the example character in MenustMenuStar/Blueprints/UsageExample.”----------------------- so your saying I cant just hit a button in game and bring up your menu?only before the game loads?

tried to package with what I had , got these errors.

You can open the main menu with an input event, but why would you want to do that? You would need to copy the code in the level blueprint of my main menu level and create a new input event for it. You may also need to make some other changes, to make it work properly with your character and controller.

Check known issues section in first post of this thread. The error is fixed in 4.19.

well I was wanting to be able to go to your menu during game in case to make changes in the settings on the fly. I worked it out though where I use my pause menu , and from there I can go to your main menu.so can I migrate my projects from 4.18 to 4.19? do I need to get a 4.19 update for your kit , or does just using the 4.19 engine take care of it. other 2 issues I have are no resolutions showing up in menu and audio sliders not working(and the packaging errors mentioned above), then I would be good for now.