Menu Starter Kit

Nope, you have to move it and you have to use UE4 editor for this, not windows explorer. Otherwise the references within the blueprints will not be updated. All references would still point to the files in the engine directory, which you dont want.

To reinstall the plugin, just remove it from the engine version and then download it again. Or move the files back into the engine directory and then do the backup thing.

“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.”--------------------------------------------------------------------------------------does this mean i need to create a set of nodes in the trap bp or character bp to simulate trap deactivation or restoring deactivation? there is already some nodes in the trap bp that refer to deactivating the trap.----------------------------------------------------------------how do you get that blue quote box in the posts?

———does this mean i need to add some nodes in trap bp or character bp? To simulate trap deactivation?

I don’t know what your traps do or look like. If you want to save their state before or after they have been activated or anything else happened to them you have to save this state and afterwards restore this saved state. How you do this is up to you. You can save the state as boolean (activated/not activated) and then in the load function of your character change the trap based on this saved state to bring it back to how it was when saving. Or if a boolean is not enough use a String, or let the blueprint handle saving/restoring itself…

Hi,

Great package! Good stuff and good value.

I’m trying to add an additional Menu (Called Dev) in Settings, but have gotten stuck on not being able set my new Viewport into the correct class.

  • Basically, I’ve duplicated all I can find for Settings General. The Txt and Btn are copied in the Designer. They seem to work fine.
    If I connect the “Settings General” and “Txt General” into my new “Switch View”, the button works with the General options data.
    But, I can’t get any info/menu options to show when using a Viewport I’ve created.

  • I’ve added my content everywhere I found the other buttons:

  • If I copy the “SettingsGeneral” Viewport in the Designer list, it’ll have the WBP_SettingsGeneral class, which is wrong.
  • If I copy the “SettingsEmpty”, it’ll have no class and I can’t figure out how to set it.

class I want.PNG

Basically, I just want another Settings menu using the same formatting as General, but using another Datatable (created) with the same struct. Am I going about this the complete wrong way?

Thanks in advance,

Each tab in the settings has its own widget. You need to copy the general settings widget (WBP_SettingsGeneral) and add that new widget to the widget switcher instead of copying one of the existing views. SettingsEmpty is a blank view that shows when you haven’t selected a tab. The rest looks fine as far as I can tell from the low res.

Thanks for getting back to me.

So this confuses me.

I’ve made a duplicate of WBP_SettingsGeneral:

And I created a new variable for it in WBP_Settings, but I can’t set it’s default value to anything. The list is empty:

And lastly, how do I get it into the list of viewports in the “Designer” if I don’t copy/paste one from the list already (as previously)?

I appreciate you taking the time.

Best,

You have to add the widget using the the palette at the top left corner of the widget designer (user created categroy at the bottom or just use the search function). Then select the “is variable” checkbox and set the variable name. See screenshot below.

addwidget.jpg

DING DING DING! Perfect. That works. Thanks for the assistance.

when game is saved to slot, is it a default slot? does it have slot name or index? when savior 2.0 plugin comes out i’m gonna try to use it, so I’m gonna see if I can combine your save slots with auto savior plugin so I can save and load from your menu. thanks

Savior creator says it like in these 2 pics. in first pic would he mean it could literally be put in any blueprint? and in second pic he mentions the OnButtonClicked event in a UMG widget , is there any particular widget in your content that this would likely work in?

also I been getting the “unsupported game save type” error for a while and not sure why. although the saving and loading does seem to still work.

You are getting the “unsupported game save type” message because you try to use the menu with a savegame type it cannot handle. You have to change every bp call that references BP_Savegame to use the Savior savegame type instead.

ok , will take a look at it. thanks -----------------------------------------------------------------------------------------any tips on getting destroyed actors to stay gone? I got some keys and doors(bp_key and bp_ opendoor), saving and loading correctly , but the static meshes themselves reappear. though I only need to collect them once because they are saved, it would be great if the keys collected and doors opened stayed gone after save.

I’m getting the following error packaging my project with BP Nativization enabled:

Nativization is exclusive, and no WBP blueprints are included. I found this bug report about the same issue: Native Blueprint Code generations create wrong includes - Blueprint - Epic Developer Community Forums. However, the described workaround does nothing, perhaps since it’s a UI blueprint.

I’m using UE 4.19.2.

Sorry for the late reply, I was very busy the last two weeks. I tried around a bit, but I couldn’t find a solution for this yet. Sadly I don’t know enough about how blueprint nativization works to really help you with this one. I​​​​​​ don’t think it matters wheather it’s a widget or ‘normal’ blueprint though.

If you moved your content to the game directory, make sure you exclude both, the engine files and the files in your project. Maybe that helps.

that issue where I was having before when after I remapped a key then went to play , my mouse axis would be inverted. looks like it was because in the axis inputs there was two mappings, first set to positive 1 and second set for negative 1. like for a gamepad axis for both directions. though I deleted the negative axis for mouse look and it still works fine and normal, and now my mouse look axis does not invert when I remap a key/s.I didn’t delete any for the gamepad axis , as I think they are needed there.

Hi, have an urgent issue with your menu plugin. Ive followed the docs, and have the menu, and load, save working in PIE, but it breaks and stops all project cook and pack. were on a deadline and am worried . example error messages:

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

there are about 15 of them or more. The pack and cook works on the project without the menu. wondering if playing in PIE, and changing audio settings or diplay propagates to editor and then tries to change and save into the cooked packadge which would be odd/undesirable.

need a resolve asap!

P.s. im using the plugin content directly from engine directory, which i assume makes no diffidence to a cook and pack. we also treid removing plugin and reinstalling, and made no difference, same errors.

hi, tried to refresh every node in each widget ie, WBP settings input, etc then packed and its still got all these strange packing errors. I know its not my project as when I remove menu, it packs. Ive tried deleting plugin and then reinstalling it also.

need urgent help with this as have to pack and have a deadline. ironically, just that moment i got a ‘pack aborted’ message from UE4 saying the latest attempt to pack failed. again, errosr are all as above.

pasting from pack:

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

Simplest fix is to update to 4.19 (also contains some other bugfixes, see changelog in first post of this thread). If you can’t update to 4.19 you can fix these errors yourself relatively easily. The fix is to remove all events that throw this error and instead bind them at runtime using the “bind event to xy” function.