Menu Starter Kit

Great , i will check it out , thanks.

wow I don’t think I have a clue what i’m doing, this is really ugly,LOL! maybe I should look into that auto save plugin I saw. Will it work with your menu kit.

do you think savior auto save plugin would work with this?

It is probably possible to make these two plugins work together, but you would need to really understand how both plugins work to make the necessary changes. Try to follow the tutorial step by step. If you have problems with that you should probably go one step back and watch the UE4 tutorial series on Epics YouTube channel.

how come this setup doesn’t save and load the red and black keys(these variables are in the BP_Savegame and in my character BP.

Your save function is correct, but in your load function you are setting the wrong variables.

throw it on me ,what I need to change?what variables I need to load? I 'm using a set and a get function in the restore save area , and a set function in the onsavegamesave. I just need to understand once what I need to do. I watched probably 10 different tutorials and these things are done 10 different ways. these are the variables in BP_Savegame.

You are probably not seeing it because of blueprint. Let me explain it with pseudo code.

What you need to do:


**character**.variable = savegame.variable

What you are doing:


**savegame**.variable = savegame.variable

I mean , do I need to change some nodes in the restore game save then?or are you saying , with key variable I need to come off the onsavegame load and not the savegame in?dont know much about C++ code.i thought I just needed to “get” the two key variables there.do I need to “set” a different part of the variables , like “EKeyType” or the bp_key blueprint?in the Epic tutorial , they show loading variable like this , but it again looks different than in onsavegameload.

i cant believe its this difficult to save a couple keys.also I don’t know if its just me or not but there may still be an issue with 4.19. I tried to create a couple new projects in 4.19 , one being just a new blank project, and if trying to switch to bp_GameInstance it crashes the editor. also if you try to open blueprints and things in MenuStarterKit area it crashes. I created a new project in 4.183 and its ok.also what happened to all the 4.18 content . when opening existing project in 4.18 there is no content in the menu starter folder. it seems not in the engine plugin folder either.got that back with a remove and reinstall. but nothing works cant load levels , cant save game. may be because I had to create a folder in my project content folder to move it to. otherwise you cannot drag it directly into my project content folder. it will not let me.i see that it can only be in 1 engine version at a time. if you install it to 4.19 , it disappears from the other engine versions. if you remove whats left(just folders), and reinstall say to version 4.18 it takes it out of 4.19.yep and doing that resets it.moving the content into a folder in my project content menu , broke the project.

In the save function you need to **GET **the variable from your CHARACTER and SETit in yourSAVEGAME, which you are doing, so everything is fine there. In your load function you need to GET the value from your SAVEGAME and **SET **it in your CHARACTER, which you are not doing. Instead you try to **GET **the value from your SAVEGAME and then SET it in your SAVEGAME. That’s why your load function is not working.

Also I am 1000000% sure moving the content from the 4.19 plugin into a project does not affect any other engine version. If you moved the 4.19 content, the files are no longer in the 4.19 engine directory of course. So any other 4.19 project cannot use them until you download these files again (you could also copy them manually in Windows Explorer before you move them in UE4 and then past them back afterwards). But this does not affect the 4.18 installation of this plugin.

I see what your saying about dragging the menu starter content into a project. it no longer is where it was after you do that. its like it takes it from the engine and moves it into a project. I thought it would always stay in the engine.so can I drag the content into my project under a folder I create in the content browser or does it need to be directly in the content browser? , and can I drag it after everything is set up , or does it need to be done before everything is set up?--------------------------------------------------------------

ok so I may have been using the wrong variable, in the bp_key blueprint there is a reference for an array called “OwnedKeys” that has all the color keys in it. so I got it to work with this, and don’t have to put each color key in separately and the door actors that they destroy stay destroyed. each

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actually i found that if you save it after you open a couple doors , the doors stay gone , but if you go back in the level and save on the other side of the doors , then the doors will respawn. though it still saves the original keys you had , so you can walk right through the doors (for the keys you already had saved). its almost like once you go back on the other side of the overlap(collision box) event for the doors it resets them , but only if you save on that side. keys also respawn after the save.

hi again , need some help. I have electric trap bp that trap is attached to child actor button panel that deactivates said trap , that I cant get them to save after deactivated. tried everything. this variable is in the trap bp , your savegame bp , and my character bp. is this set correctly to save the traps after they are deactivated? thanks

the owned keys array works for saving the keys.from owned keys variable on the left all those arrays and variables below it I tried , cant get anything to work.----i noticed the variable I created “trap deactivated”, when I check or uncheck its default value box , nothing changes. so I guess its not working. the variable that was already there and came with the trap bp “start trap activated” , when I uncheck its default value box , the trap is not activated when I go to play. so apparently that variable is working.but even using the working variable in the setup does not save the traps deactivated.

Thanks for the plugin. I just bought it, followed your installation instructions to move instead of copy MenuStarterKit into my Content folder. And now, when I open another project, enable the plugin I don’t see the MenuStarterKit which I just moved to previous content folder. How to get this MenuStarterKit back to original MenuStarterKtPlugin Content folder again?

I been doing this as well, only way I could get it back was to remove it from the engine version in question and re install it to that engine again. if it shows it already as removed, you can just re install it to that engine version.

As razman said, the simplest way is to just reinstall the plugin. Alternatively you can create a backup of the files in windows explorer, move the original files to your project and then paste the copied files back in.

Not really sure what you are trying to ask tbh. Your last screenshot looks correct. If this boolean is supposed to do anything with your trap it’s not enough to restore the variable in the character though. You have to restore the state of the trap blueprint separately.

But how can remove it properly? And why do we need to MOVE the plugin and not just COPY it from original MenuStarterKtPlugin Content folder ??
Is it possible just to copy the MenuStarterKit folder every time, not moving it?