Modular Menu System - Create your Menus in Minutes, not Hours

Hi, yes of course we keep the Modular Menu System compatible to new UE4 versions.
We have alredy updated it for 4.13 and sent it to Epic for review.
Since it’s weekend now it might take a few days to get online.

I will post here again as soon as the update is online!

Ok, thank you for the quick response.

Hello everyone, we are pleased to announce the release of Modular Menu System 1.4.1.
This update brings full support for UE4.13.

As usual, if you have technical questions or find a bug, please don’t hesitate to post to our support thread.

Cheesr!

Has there been any progress making the menus work with gamepads? Also is a ‘keybind’ menu type planned (I can’t see reference to it in the docs)?

Unfortunately I cannot give you any real news on this. We are interested in a solution for our own games as well, so we are indeed working on it. But it seems to be more tricky then we have anticipated. There is a nice system to control the mouse cursor via the gamepad, but it is C++ based, so not an option for the MMS. The other alternative is to “jump” between menu elements like buttons, checkboxes etc. via the gamepad buttons. But that would require a logic in which order to jump, incl. left/right with multiple columns, highlighting those elements, etc. As of now we have not found a solution that is a) robust enough to be shipped to the public, and b) implementable in a reasonable amount of time. We neither want to ship a workaround that would only work for some MMS users, nor do we want to develop a solution for weeks or months, which would cost to much time and money …

But we still do have that on our todo list for sure!

Nope, not as of now, you would need to implement such a menu on your own.

Cheers!

I can vouch for how nasty it is to integrate gamepad support. I have been doing it manually in my current project.

I am on my 3rd design for how to handle it, and I’m contemplating rearchitecting a 4th time. It’s hard to make it usable.

It would be much easier to create a reusable system if

  • UE would let you specify that a button is hovered programmatically (and otherwise let focus = hover for non-mouse input)
  • UE would let you pass function references in blueprints

Hi, we just purchased your MMS and wanted to not just say hi and thank you, but also get a note in, in case we needed to ask any support questions. We sent an email off but did not get a response, so we are adding a note here to find also out if you are still active.

Of course we are still supporting the MMS, so it seems we must have missed your emai. Sorry for that!
To which email address have you sent it, can you maybe resend it to mms @ impetus-games.com?

We are on sale!

If you ever wanted to get the Modular Menu System, but thought it would be too expensive, then it’s your chance now :slight_smile:

I am having trouble with the Modular Menu System. I can get everything working perfectly, except for scroll boxes that is not the problem. I can get a functioning menu working but only when I start from the editor.
If I try to start a standalone game the menus do not appear.
I use a simple blueprint like this and when I start from selected viewport the simple menu background appears. This is good.


But when I start using standalone game or launch directly using the executable, the background does not appear.
My menus do not appear when I use standalone game and since I can’t play through standalone, a lot of items I need to test are impossible.
Just wondering if you could help me.

Hi waresoft, as mentioned in the support thread: you need to add a “Delay” BP node.
See the demo map shipped with the MMS for an example.

Are there any news on the gamepad / controller support?

Nope, sorry, still the same difficulties as discussed in this thread before :frowning:

I loved this ! This is very useful and looks great !

Hey guys, just wanted to let you know that the Modular Menu System should be fully compatible to the new UE4.15.
However, if you encounter any issues, please don’t hesitate to write to us in the MMS support thread.

Cheers!

Hello fellow MMS users and all who are interested: The Modular Menu System has been updated to version 1.5!
We have added a nice new feature, now you can blur the (game viewport) background behind the menu.
This is based on the new UMG blur feature introduced with UE4.15.
You can use all values from 0 (no blur) to 100 (very blurry) – just play a bit with that value at the “Create Simple Menu” BP node.

We have also updated the manual accordingly.
If you have questions or feedback, please feel free to contact us here or via email.

Cheers!

Hey guys, just as a short notice, the last version of the MMS should work fine with UE4.16.
If you encounter any problems with the latest UE update, then please let us know!

Hello there, I was wondering, and please forgive the very obvious beginner questions here, as I am less than a week old into UE4 and learning all things junior dev related on the fly, with no prior experience. Could we by chance have a bit more up to date videos or even tutorials for each of the elements offered (I know this is asking alot), as someone still new and exploring everything, and even just a new purchaser, it would be immensely helpful to know different ways to generate all the different things that MMS has to offer on its own, and as separate sections. ie. Keybinding menus with MMS, ect ect.

Again, I understand I am asking alot, especially when you have made this fairly easier to use compared to just trying to make it myself, I am just trying to see what other up to date documentation is there.

Is some kind of a lobby included in the modular system for online play (I understand the logic behind online game is not included)? Where you can see who’s connected and easily modifiable to choose character etc?

No, there are no explicit online features included in MMS.
It is meant for menus, regardless of any online or offline features.