Hi, I found out the problem. It is gray since the textedit is disabled. I had reused a text-edit instead of a static text to keep the design.
I had it disabled so user could not interact with it, I never noticed it gained a gray color when deactivated since it was black.
To solve this problem for now, set the text-edit “Is Enabled” to true, and make sure its visibility is set to “Self Hit Test Invisible” so the user don’t accidentally interact with it.
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Thank you for the feedback, I will fix this in the next update so others wont have the same issue.
Great menu, but I seem to be having problems trying to get the menu to open with a button on another widget (e.g. options button opening the menu). Iv tried many different ways but it just wont work. Is it possible I could get help?
I am finishing the next patch 1.6 for unreal 4.12. (4.11 is not supported)
I need to update manual and make a new install video, but it is hopefully out next week.
BETA: Online multiplayer
Settings menu now works in a network environment. It should work fine, but needs more field testing.
I hope you will be so kind to report if any issues arises due to settings menu, but only if it seems to be the settings menus fault.
Included Barebones menu has a very simple host/join ip option. It is not a lobby system.
Menu does not support local multiplayer, I don’t think I will add support for it until engine can separate keyboard and first gamepad into two players .
Simplified read key
A faster way to find display name of a combination, so you can make strings like “Press [Key] to jump”
Separator is used when more then one key is required to activate. Like “Ctrl + A”
“No Key Display” is the output if no key is binded.
Display type is the formatting of display name
Short Ascii replaces some unnecessary long names like “Gamepad Left Thumbstick Right” into “L-stick Right”
Short unicode shrinks it even more by replacing Up/Down/Left/Right/Top/Bottom into ▲▼◀▲, but this is not supported by default textRenderActor (text in 3d space)
Raw Ascii does not change anything and return full keybinding “Gamepad Left Thumbstick Right”
It is also possible to be notified when keybinding changes so text can be updated.
Unreal 4.12 added a new node to interact with sound classes, you can now set a sound class directly on an sound wave, and be done with it.
Old sound system is still included, but it is now decapricated.
And a new sound channel has been added for UI sounds
Sounds when clicking menu buttons
Dun, Click, Tick. That’s what it sounds like.
Removed Global Post Process, Replaced with Camera Modifier
A Camera modifer now controls FOV/Brightness/Gamma/Bloom
The clunky post processes volume that needed to be added to every map has been removed. It was a workaround when I first made this menu.
Please take heed that camera modifier overrides any post process volumes with Brightness/Gamma/Bloom Intensity, so modify BP_SettingsCameraModifer if needed.
Gamepad menu navigation is not a part of this update. I was not happy with the direction I took the design, and decided to release the other features.
I will continue to redesign menu navigation, but I will not release it until it feels good, and that might not be until engine has been updated.
If anyone has any last minutes feedback, it would be nice to hear it now. I hope this patch will help you.
Should be out next week after I have finished updating manual and made a new install video.
Hi, check inside folder “QualityMenu/ExampleRoom/Blueprints/BarebonesMainMenu”. There you will find a barebones main menu widget demonstrating how to open menu with a button.
It is also a good base example to use subwidgets of the settings menu so you better can integrate settings into your own solution/menu if you prefer that.
If you unable to make it work after checking it out, you can post relevant images of your blueprint/widget and I’ll give you a hand.
I just upgraded to 4.13 and the axis bindings work, but the action mappings don’t. Is there anything I can do or do I need to wait for the next release?
This happened to me but I found the solution. In BP_KeyMapping there is a function called KeyMappingCurrentState and there is a collapsed graph that has been corrupted. You have to reconnect all the pins and then it should work fine. Hope that helps!
Never mind I figured it out. I did a trace and found the broken spot from your screenshot in addition to a couple of others. I was able to fix it by comparing the setup in 4.12 to what was in 4.13. I wonder why the inputs disappeared. I had to delete them and re-add them.
I have sent the update for 4.12 and 4.13 to Marketplace now. I hope it will be live before weekend.
Things took a bit longer then planned, (they always do). It’s waiting game time.
Glad to see you managed to patch the corrupted blueprints. Seems like others encountered similar problems.
(I should have submitted a bug report when I had the chance, lesson learned.)
No, I do not recommend it this time. To follow a style guide and make it consistent, I changed the file structure and file names. Including the problem where some nodes gets corrupted when moving from 4.12 to 4.13, I recommend you remove old settings menu before adding new version when its live.
I don’t think I will change file structure much after this, so future updates should be easier to upgrade to.
Honestly i upgrated my project to 4.13, and everything work correctly; i just fixed a little problem with EWindowed Enum. Actually i have just a little problem wit input keys.
Yes, The “Was Pressed” and “Was Released” breaks from 4.12 to 4.13.
QualityMenu\Blueprints\Util\Keybinding\BP_KeyMapping there is a function “Key Mapping Current State”, and it has a collapsed node “Mapping State” that got corrupted .
You can reference it from a 4.12 project if you want to fix it.