So will there be an update for 4.9 or 4.10 or not, I’m a bit confused?
Yes it will be.
The crash happens for me in 4.9, with the in-engine mode and I really don’t have the time to compile the whole thing just to test it every time, it also happens with the “run standalone” option. It’s a full crash, not a freeze.
Hello, I am going to assume that the crash/freeze is related. I found what caused the freeze issue. I hope that will also remove the crash you experience.
Go into “GameSettings” blueprint and look at the Event Graph. Delete the self node going to the print string arguments. It seems a change in 4.9 made it freeze, and its not needed to have a world context object. The string is still printed to screen.
If this does not solve your crash problems, please send me a mail to .
I really like this! I’m going to buy soon!
This needs V-sync option and a 4.10 update, and you will get many more customers. Just take a look at the marketplace page and you will see people begging you to to this.
Just bought, now I’m waiting on that 4.10 update
Take your time
Edit: It works for 4.10.1, I just removed the “self node”.
Thanks so much for looking into this, I’ll try it as soon as I can
EDIT: IT WORKS! Oh boy now I just have to change the font and colors and my game is basically done…thanks so much!
Hi, while looking to import this into my new project, I came across a manual for a new version (V 1.1). However, the launcher doesn’t show any new update. Do you know when it’s going to be available? Thanks!
Hi, it has been submitted to Epic. So hopefully during next week.
Awesome news! Can’t wait!
Would I be right in thinking this supports 4.11? If it’s blueprint only and nothing drastic has changed between versions.
Seems to work fine in 4.11 preview. (One bug in the example room, the sound example emittors does not play if it’s attenuation has a falloff of 0, but that’s a bug of the engine. Easy temp fix of changing its falloff angle to anything but 0)
This is still not the promised new UI I wanted to include.
Long story short. I wanted to do too much, and a combination of unreal crashes, weird solutions in order to get around blueprint only restriction, and other projects, it was put on the backburner hard.
I wanted to get back and release the big update, but instead it ended up delaying a much needed patch update for 4.9 and 4.10.
So plan b now is to release small, but working updates towards a new 3D hud menu.
- Added support for 4.9 and 4.10
- Added Bloom Setting
- Added Gamma Setting
- Added Gain (Brightness) Setting
- Added GlobalPostProcess actor to control bloom/gamma/gain.
- This needs to be included in all maps (See step 3.8 in manual)
- Added V-Sync Setting
- Fixed tooltips being too small
- Fixed small font bug
- Fixed bug where a short freeze happen when applying settings first time
- Used new node to read supported screen resolutions
- Renamed default theme to HUD_UMG_Classic to prepare for future themes
- Minor blueprint changes
Main difference is the inclusion of a new global post process actor to affect brightness, gamma, and gain. Its not the best solution, since the actor has to be added manually to every map.
This is because it’s a post process that might conflict with other post processes. In most cases it should work out of the box, but the one responsible for lightning has to make adjustments in the new global post process and other post processes to get the wanted effect.
Menu does print a string warning if it is notices a missing post process on map load. Brightness, bloom and gamma can not be controlled then.
edit: sorry wrong thread. I clicked reply on the wrong tab
Update is now live on marketplace!
Hello, does keybinds changing settings is still in progress for this great menu settings?
and i discovered a strange behavior with the engine, when i turn “post process quality” to low my level is so dark, i have to put it at least high or epic to get my level light correct again
i may block the low & medium for post process quality setting so the user wont “disable the light” by error in my level, but i probably did wrong work with light and i am affraid that later in future i will have some problem with light again
do you have this behavior too with yours projects guys?
Hi, as a Blueprint only project, it is not possible to modify keybindings set in the input options. I could use the “Any Node” and do some trickery where I create a custom input system, but it has several drawbacks.
Rama has a plugin to modify keybindings. You can look into that if you want support for it.
[Full Project] 's UMG Rebindable Key System, Rebind keys at Runtime! - Programming & Scripting - Epic Developer Community Forums!
I need to get some other updates to the menu along before I start implementing keybinding as a plugin myself. I have not used Rama’s plugin since I don’t want to read his code, re-implement it and sell it as a part of the menu.
I assume the GlobalPostProcessSettings actor included with menu nodes are interacting with another global post process in unwanted ways.
Can you please send me a minimal project with a map where this issue appear. I would be very interested in see what the problem is so I can improve it.
100% crash on packaged game on lauch, crash one time on editor, then work on second time
i have a crash when i package my game when i initialise the menu with the macro init game settings
here is the log
[2016.02.13-14.04.30:062][704]LogOutputDevice:Warning:
Script Stack:
BP_GameInstance_C.ExecuteUbergraph_BP_GameInstance
BP_GameInstance_C.ReceiveInit
[2016.02.13-14.04.30:063][704]LogWindows:Error: Windows GetLastError: L’opération a réussi. (0)
[2016.02.13-14.04.30:447][704]LogCrashTracker:
[2016.02.13-14.04.30:447][704]LogCrashTracker:
[2016.02.13-14.04.30:447][704]LogWindows:Error: === Critical error: ===
Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 308]
'GameSettings_C_0' is of class 'GameSettings_C' however property 'StrProperty_84' belongs to class 'TRASHCLASS_GameSettings_156'
i understand that the game crash when my game instance run the “event init” where i only have the macro “init game settings”
i use my own game instance with interface implemented
someone has this problem too with ue 4.10.2 ?
i found some information about the error with the word “TRASHCLASS” and people often refer to a macro causing this problem
i really dont know how to fix this
thanks for help
ps: strange behavior with this crash is that it does 100% crash on packaged game, but it crash one time on editor, then it work on second try, (and sometime it will crash again on the first try, then work again)
Hi, I will need more info to figure this out. Can you replace init game settings with these nodes? Its creates a default save file, but does not load an existing one.
Tell me if this runs without issues.
I have not had this error myself, and as you said, it might be some issues with macro’s in Unreal.
(It seems to be an old bug too)
If the above worked, you might get away by remaking the “Init Game Settings” in GameSettingsMacro blueprint.
If not, you could try remove and re import menu. (Clean up redirectors in folder before reimport)
Hello thanks for your work and your time again
i fixed it before reading your post, my gamemode wasnt correct, the player controller class was reset to ‘none’ for unknow reason
the log was talking about the event on init of the game instance but nothing was wrong about it (strange that i had a log about this but now its ok)
after some test i was able to get a new log error about ‘player controller’ invalid and this helped me to find the bug that my gamemode lost some data :o
sorry for this