I’ve just purchased this, and it seems to work quite well but when I run in the editor, after exiting the game, I get the errors:
Accessed None “SettingsMenu” from node Add to Viewport
Accessed None “SettingsMenu” from node Set Visibility
Accessed None “CallFunc_Create_ReturnValue3” from node Set Visibility
Sorry if this has been answered in the thread before. Any ideas what could be causing this? I’ve got it set up to match the nodes from the example map (which works without errors)
It actually occurs on the sample version too, if you tick the dedicated server option and run in the editor.
I’m guessing this can be fixed with some IsServer check or authority check though, I’ll try some of those out.
Edit: Also I should point out it all seems to work regardless, I was just curious about fixing the error.
Edit #2: Adding an “Is Dedicated Server” check and only initializing it if false appears to fix the error and it still works with non-dedicated option.
Thank you, I can replicate the errors messages now. I had not tested the menu with multiplayer in mind.
I don’t plan to support all edge cases a multiplayer game can bring, but I should at least make sure my example room will work properly when enabling multiplayer.
I adding it to the todo list. Thanks for the feedback.
Hi, sorry for delayed answer. To modify the number of fractions displayed, you can open up “Update Field Of View” function in “ClassicSettingsVideoConfig”.
Expand the “ToText” node and set “Maximum Fractional Digits” to be 0.
Hey, I just followed the video tutorial and the manual to set the menu up in my game. I can open it in-game, the mouse shows, and my game pauses (as it should) but I can’t click on anything on the menu. Any idea what could be the problem? Thanks!
Hi, this can happen when multiple UMG widgets are overlapping the same area.
If you have made your own widgets (etc a HUD), then try to set the ZOrder of the settings menu.
You do it with the node “add to viewport”. Set it so it has a higher priority then other widgets.
If this does not work, please send me images of your blueprint setup.
It’s working, it’s saving, it loads on game start, its responsive, it has a reset to default button, it supports analog axis values, key just pressed and key just released.
You can register mouse and gamepad directions. Supports even stupid combinations like “left ctrl”+“gamepad left stick up”+“mouse left”+“Enter”.
Key binding menu is auto generated from a datatable. No need to manually fill out menu components.
See short clip of keybinding in action.
Needs cleanup and documentation, but main challenges are now done. Hozza!