hi, cant update to 4.19. please can you post a step by step, as if for idiots, as I’m mainly engaged in level design, at a flat out rate, and need this plugin to ‘just work’ if that makes sense. from where i’m looking, if i remove all 15 events, that means the menu wont actually DO anything. I purchased it to change graphics and screen resolution and offer a main menu.
just as feedback, the man-time to remove 15 events just to cook and pack a supposedly working out the box marketplace content, does not make sense. I dont understand why is this menu pack being released in what seems to be a buggy way, in that it cant pack and cook right out the box. I’ve changed nothing from what was downloaded from marketplace. surely i cant be the first person to have ever packed a project with this menu. Being honest, I think you yourself should release a fix for this, or a step by step, and for 4.18 etc. For my own deadline a set of screnshots of corrected BP also.
The bug is listed in the known issues (first post of this thread) and only affects engine version 4.18. Also this bug does not always appear. It took me several days just to be able to reproduce it. The list also contains a link to some fixed files, that you can download. If you got any other events showing this error you can apply the same fix for them. I cannot simply update already released versions, as this would probably override any edits you did to the files in your engine directory. That’s the reason it is only fixed in 4.19.
Why does it not say on the marketplace content page that it does not work and breaks projects in 4.18 if you knew that. People wont look in a support forum pre purchase. I have now lost 1 entire day of work just to put my project back to how it was before your plugin broke it, let alone fix it. The real cost to me here is time, going through cook logs etc to even know it was your menu plugin
Not only that, i look online here, expecting a proper analysis and detailed ‘what to do’ as if for idiots, and you haven’t even placed that here as a 5 minute common courtesy. Not impressed.
I assume this, 1 i simply download the files you have placed in the ‘out of date workaround’ (why out of date? for 4.18? or in general?)
2 then place them in the engine content plugins directory, overwriting the existing files.
3 cook and once again, hope the menu does not break the project
ok having followed the above, it results in an immediate cook error WITH the suggested fix files. it is now an ‘unknown’ cook error within 30 seconds of starting the cook an pack.
The project cooks as normal with plugin removed and without main menu integration. This is about to cost me another entire day of work to resolve, integrating, unintegrating, removing plugin, reinstalling. The only plus side so far is I found ‘pro main menu’ as a new marketplace addition that actually works and will buy and use and leave a warning and 1 star review here if this is not fixed asap.
you simply cant sell and not tell people your plugin breaks a project cook, and know yourself it does, and not tell people on the main store marketplace page. As said, I’ve not changed a single thing in the menu, it simply put is broken from point of purchase.
I need and request a full, working, fix as if for idiots spelt out step by step, that fully works and cooks. and i need this pretty much immediately.
If the files from the fix don’t work, do the following:
- Move the MenuStarterKitPlugin content folder into your project using UE4 content browser (this will change some internal references, which probably caused the error). You have to move, not copy them!
- Replace the affected files with the fix files.
- Move the content folder back or leave it in your project.
This is how you fix the out-of-date error yourself:
- Replace the events showing the error with a new custom event that has the same parameters.
- At the end of the Construct event bind your new custom event to the corresponding widget component using the “Bind Event to xy” node.
before fix:
after fix:
But you are right, there should be an explizit note about the known issues in the description. Just fixed that. Hope the above helps resolve your packaging issue.
Hello! How can I make the buttons clickable?
Screen
What changes did you do to the pause menu? It looks a bit like the buttons are in fact enabled (=clickable), but just look a bit to grayed out. Does anything happen if you try to click them? “Continue” for example should always be enabled. The character blueprint looks fine.
hi i love this plugin but i cant get the save system to work im running 4.18… any help would be awesome it says it saves the game but when i go to load it nothing is there??? please help
Thanks in advance never mind i figured it out
Can you update to 4.19? I added some more error messages to the savesystem to find implementation errors more quickly. In 4.18 you also have to load your level from the main menu, otherwise the save system does not work properly. This issue was also fixed in 4.19.
i just updated to 4.19 thanks for the response its downloading right now
any ideas on how I can make destroyed actors stay gone.like enemies , doors,etc… so when I save and reload enemies that were already killed are gone? thanks
Just give these actors a “is dead” boolean variable and save this variable for each enemy. You probably also need some sort of actor id, to map the saved variables to a specific actor.
For each and every actor separately?
After compiling the game does not save the language settings. How to fix ?
so I delete all save games where my project is located in the folder under my projects saved games file. when I package , there is some save games still in there, a couple that say " error" , and a couple saves I made previously. is there a way to clear/delete those saves as well?
Which engine version?
Have you checked the value written to the ini?
Did the language switch work when playing in editor?
The savegames for packaged games are in a different directory. There should be a folder with the name of your project somewhere in AppData.
Hey;
Thanks for answering my initial question in the email. I know want to know a bit more about localization. I made a simple widget that can change text based on your get current lang function, it was easy. What I want to know is that in your demo game, I can see that when I change the language settings to German, I can see that main menu language is also changed to German. But when I install the plugin to my own project, I can’t see it. Is it because I have not set the and imported correct translation text in the localization dashboard in my own project? Sorry if this is an obvious question but localization tutorials are not very clear to begin with it.
You have to add the translation for the main menu yourself. I originally planned to include the German translation, but Epic is very strict about which files they allow on their marketplace. Sadly I had to remove the German translation.
Thanks, so you add the German translation, via localization dashboard, correct?