Modular Menu System Support Thread

It’s been a bit, and I’m not seeing this latest update?

That is weird, I got the update confirmation from Epic right before I posted the announcement here.
I will write to Epic and ask them what’s going on …

Thanks for the feedback!

Hi, according to Epic the update for 4.13 is live now.
Do you see the changes now?

Hey haimat,

Yup! 4.13 version shows up now. Rock on :smiley:

Great, thanks for letting us know :slight_smile:

Trying to use the Custom Widget and whenever I drag a widget into the input it will always fail and not create the widget. Just wondering how I will fix this issue.

Hi, how exactly do you try to add the custom widget to the menu?
I just tried it with the latest MMS version and it works fine here.

First you create the menu as usual (check MMS sample project and/or MMS manual for details). Then you create the widget via the standard “Create Widget” BP node. Then you add that newly created widget via the MMS BP node “Add Custom Widget”. That’s it, there is nothing more to do.

Hope that helps!

Hi, I just purchased your MMS. Fantastic system! I have been reading through the support posts here and on the release thread to see if there is a setup for key remapping or game pad/controller integration.
Either I am blind or just can’t find it. If this has not been implemented do you know if your system is compatible with the “Blueprint Key Remapping System” sold on the marketplace? I understand if you don’t have that system to test, I am more asking in principle if they could work together since it would be a solution for adding that type of functionality.
Once again great system and as far as I have read, great support on your threads. Thank you!

Hey Synny, thank you very much for purchasing the Modular Menu System! As for your question, we don’t have support for key remapping, since we focus on the UI-part. I don’t have experience with the Blueprint Key Remapping System, so unfortunately I cannot say for sure whether it would work out of the box with our MMS. I do read, however, that their system supports custom UI, not only their built-in UI, so I would assume both system should work together nicely.

Hope it works out for you!

Thanks for the quick response and the info.

I love the menus but I am currently having a problem with standalone and launch game. Whenever I start my project with standalone game or launch from the executable the menus are not created. The code is going through because I have put print strings and they are printing. I have tested on a completely new project with nothing but MMS and still the menus are not created. I hope you may be able to help me with my problem. Selected view-port works great and I am doing wonders but even with a simple blueprint like this

selected view-port is created but when using standalone or launch from executable it is not created.
Also, the Dark Viewport Overlay when applied does darken the whole screen.

Hey waresoft, thanks for the feedback. We will have a look at this and get back to you soon.
Which engine version are you using?

So I tried it with a standalone and packaged game, and both are working fine, the menus are shown.
I would recommend to have a look at the example map (“Test”), shipped with the MMS. Does that work for you?

Maybe you will need to add the “Delay” BP node to your setup, as you can see in our sample map.

Hope that helps!

Did this in 4.12.5 and 4.14. Both for some reason did not work.
But I tried using the delay and it worked.
Thank you for helping me with that.
It confused me that it wasn’t working guess I just never thought of using the delay.

Thank you.

Great, I am glad it’s working for you now :slight_smile:

Hello,

with MMS I was able to create great menues.
The only problem now is that i´m not able to get or set the graphics. I´m using only the “Show Graphics Dialog” in MyEventHandler for my menues. In MyEventHandler i don´t have access to the comoboboxes and checkboxes which are part of “Show Graphics Dialog”. So i´m not able to get the settings which are actually used and also can´t set them (like the screenshots on your Blog).
How can i get and set them using the “Show Graphics Dialog”?

Thank you.

I’m not a C++ programmer. I just work with blueprints.
I’ve got an options menu I have been using before buying your Menu System and would like to continue using it.
But whenever I call it up it is behind your menu.
I’ve tried to set the priorities but it still is behind.

Well, without knowing your custom menu I cannot give you any real advice here, sorry. But in general you might want to check the order in which you add menus to your viewport - the ones you add later are usually on top of the previously added menus.

Hope that helps!

Sorry for the delayed response to your question, it seems we have missed your posting!

Setting those values for the graphics settings dialog is quite easy: Just have a look at the MyEventHandler BP, where we call the settings dialog via the “Show Graphics Settings Dialog” BP node. The parameters of that node determine which values are set in the combo and check boxes.

You can read those settings again via the event handler. Please have a look at the MMS manual, it explains in detail how you can read user input from menu elements.

Small Problem. I set up a pause menu with the basics (Restart, Resume, Options, End game) using the esc to call the menu in the level BP.
Restart, Options, and End Game all work. I can’t get Resume to work.
I use the hide menu node. It will resume the game but not hide the menu.