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.--------------------that failsafe node in the blueprint. can you explain a little on what and how to make changes there to use the hard coded resolutions. my resolutions are not working , but I am not sure what or how to change in there to use the hard coded resolutions.
The pause menu also contains the settings.
The resolutions are set using a function in WBP_SettingsDisplay. This function first tries to use a default UE4 function to get the supported display resolutions, which sadly does not always work. For this case I added the most common resolutions in an array that will be returned instead.
Audio sliders are also in the known issues and fixed in 4.19.
You can upgrade your project to 4.19, but then you cannot downgrade back to 4.18. So make a backup first. If you moved the content files into your project, you have to replace them with the new 4.19 ones of course (otherwise you would not get the fixes ). Simplest way would be to just repeat the integration. Also check the 4.19 changelog in the first post of this thread.
I seen the failsafe nodes in the settingsdisplay blueprint, is there something i need to do in that blueprint-or somewhere else to make the hard coded resolution display, since they are not displaying now.
so I repackaged in 4.19 , the errors are gone , still audio does not work (sliders move but no change), still no resolutions showing up. I just don’t know exactly what to change in the resolutions failsafe nodes in settings display blueprint to get resolutions to show up(here in the valid resolutions variable , I can see a list of 9 resolutions on the left). or exactly what to change in the settings audio for audio to work. I don’t know much about sound classes or how to tell if I am using the default(as far as I can see , in my project the default sound class is SC_Master with 3 children - SC_SFX , SC_UI, and SC_MUSIC) .if i knew specifically what to change in these blueprints , i’d be good to go. also if I remap a key the mouse Y axis still automatically inverts , but now if I invert it in the settings it will go back to normal. or if I set the key mappings back to default it will go back to normal.------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------I managed a workaround for the audio situation. I tried to change your bp sound classes to what my projects were. didn’t work , and greyed out your audio bp so no further changes could be made in it. so In my project I changed all the sounds to match your SFX class and it worked , now the master volume in your menu controls music and the sound effects slider controls the sound effects. I probably could change anything back to master if I want but this project is a shooter game so most everything is sound effects , there is no voice or anything.thinking I might change the menu changing sounds back , so music and menu changed sounds are together on the master volume. ---------------------------------------------------------------------------------------------------------still cant figure out how to get the resolutions to show up in the menu. like I said above , if I knew specifically what to do in bp_SettingsDisplay I could do it. or with the failsafe nodes , is it supposed to happen automatically?thanks
so what I found here is that there are like 4 or so empty slots or something in the resolutions bar . I clicked several times to the right and resolutions started showing up in the bar . now when I open my project they show up right away in the editor(no empty slots). I packaged a couple levels and again they did not show up in windows game until I clicked several times to the right. then they showed up.same thing in the packaged version , when I restarted game they show up now. only thing is when I change a resolution or borderless window setting , the screen goes black for a second then comes back.
ok so on to the save game implementation, yippee , for a noob like me. so I added BPI savable character in interface in my character bp. the cast to gameinstance , oncharacterload nodes I can copy and paste in my character bp. but where to connect , in your example character you only have FOV after event begin play. in my character , there is a a string of probably 50 nodes after event begin play, anything from update recoil to update camera yaw angle, get anima blueprint instance ,spawning laser sight , and many others… can I use a sequence node and connect directly to event begin play? or connect at the end of the string of nodes? .----------------------------------so I noticed my character bp has a separate BeginPlay node above that goes to “CastToTestGameInstance” node with a set node at the end with an open exe pin.--------------------------in the "save the game " section I deleted the input node , right clicked and typed “input” and threw a keyboard key on there . not sure if that is correct or not.
update , so the way I did the save game implementation appears to be working. I just did the quicksave implementation like you have. so there are 3 slots in the save menu , quicksave goes to middle slot. just wondering if this is normal. if I wanted to do a manual save , what do I need to change to do that? and will that allow me to choose a slot? thanks
There are one quicksave slot, 5 autosave slots and unlimited manual save slots. The only difference between the save types is the way they are triggered and the save name. They use the same function to create the savegame and also the same function to restore the savegame. So if quicksave works, you don’t have to do anything else. Just open the pause menu and create a save.
Manual saves: Saved in pause menu
Quicksave: Save triggered by inputevent
Autosave: Save triggered by game progress or time (up to you)
Did you resolve your other questions? If not please list them in a new post.
I got most everything else working , but I still have that issue where if I reassign a key in keymapping menu , the mouse up and down axis inverts automatically.if I assign the key back and quit and start a new game it will be normal again.-------------- does the save game data only need to be stored in the bp_savegame as variables?i mean , do i need to make a copy of the save game blueprint as well?--------------also , is it supposed to save the player location in a level? I noticed the player always starts back at the player start no matter where I am in the level. though the save game screenshot is in the correct location.
Yep, just add new variables to BP_Savegame. Don’t copy the blueprint, edit BP_Savegame directly.
Both of these issues are probably caused by the same mistake. When copying a blueprint event sometimes the event gets transformed into a new custom event. Delete the events (only the red node) and place them again. One is your input event, the other is the function OnSavegameLoad from BPI_SavableCharacter.
I found that in my character blueprint I was connected(OnCharacterLoad) to a begin play node that was a custom event. so I removed that link and used a sequence node and connected to the main begin play node and the saving now works correctly.—————————————- I did copy the same red nodes from your example character and put them in where they go.the only difference now is I have an input node in “open pause menu” in place of your node ,mapped to “enter” key so I can open the pause menu. otherwise with your node in there , how do I open the pause menu? I pressed everything with your node in there but nothing opens the pause menu. . this may be because in my project there is a pause menu as well. right now I can open yours(as long as I have an input node mapped to a key) and my projects pause menus. and they both work.——————————————-in any case I still am left with the keymapping change that auto inverts the mouse up and down “y” axis
How do i correctly add save game data variables?in bp_SaveGame I added an integer variable and named it “ammo”. Will this save my current ammo amounts or is there some other steps i am missing?do i have to add nodes as well?i have some keys to collect in a level and am hoping to add save data so if someone gets one or two keys , they can save and come back later and thise keys will be saved, and they just have to get the rest.--------------------------------------------------------------------------------------------------------------------------------------------------like now I just noticed , since the keys open doors in a tunnel . if I grab 6 keys and open the first 3 doors in the tunnel and save the game when I load again I am now stuck in between the doors in the tunnel , because I now have no keys saved for the next 3 doors and the 3 doors behind me have respawned and I cant go back through them.–also I guess the keys would be destroyed actors when collected.-------------------------------I tried to create an Ekeytype variable in bp_savegame , made it an array for all the keys I have in the level. it seems this did not translate over to onsavegamesave in my character bp. does creating variables in bp_savegame supposed to auto fill nodes in onsavegamesave in my character bp? or do I have to manually add nodes between there?
Please read the docs about the save system. Most of your questions are answered there. Also take a look at these UE4 tutorials:
That should not happen though. Does this also happen in a new project without anything else than the menukit in it? (Template with menu setup)
haven’t tried in any other projects yet. --------------I looked at tutorials and documentations , i’m just confused over the workflow, so basically in simple laymen terms , your saying I need to add the variables in bp_savegame. then add the nodes in the bp_savegame event graph for the variables ? correct? or in my character bp event graph under the save and restore game sections attaching to the nodes that are already there for your character location and rotation saves?
Yeah basically 3 steps:
- Add the variable to the savegame
- Set your new variable in the save function of your character
- Get the value of your variable in the load event of your character and use them to restore your saved state
Edit:
The character location and rotation are somehow special. I save these two values automatically in the BP_Savegame and you only need to add the restore functionality (which you can copy paste from my example character).
ok , in your docs it looks like we should add them here “see attached”.
in the character bp , event graph save the game section , do I attach to the first "InputActionQuicksave node? and in the “restore save game state” connect to the first "EventOnSaveGame node? I mean , i have to attach in line to your save and restore nodes for the player position and rotation right?
your functionality is a bit different than in a lot of the tutorials as well. -------------------------- “Edit:
The character location and rotation are somehow special. I save these two values automatically in the BP_Savegame and you only need to add the restore functionality (which you can copy paste from my example character).”-------------- this I did and it works , and this that I copied and pasted from your character is where i’m reffering to for extending or adding(attaching) the variable nodes to. like in these sections here and here.
this is the variable I put in for my keys. will this work in there? or do they need to be each key separately?
aaI just updated the docs and added an example implementation to show how to save and load a custom score variable in the player character. You can find it at the end of **4. Using the save system **in the **4.19 and newer **docs.
https://drive.google.com/open?id=0Bwnj3uXYPPmBTHRBcFhfTHRndVk