Thank you Major Mints! You’re video didn’t entirely solve my issue but it certainly led me to it. The reason I was confused was because of this paragraph:
So there is all our BP stuff to show our main menu widget we made, but we need to jump back to
where that Start_Game was in our ‘L_GameInstance_BP’ and add something. From the
‘Show_Background’ node, drag off and add a Show_MainMenu node.
That is on page 20 in part 1. Up until that point he has not instructed us to add anything to GameInstance. I got confused because of that reference to gameinstance. What I did after watching the short video you made was go into gameinstance and add all the variables and macros and then add a start game custom event. I then disconnected the leave current state node in main menu like you said and it is now working correctly. Am I supposed to add all the variables and macros into game instance?
Hard to say. I suggest out of the break s_maps you add a print that outputs the names to the screen so you can see if they are getting values and are set. In designer view make sure the text block is bound to the proper variable.
Am headed out of town for a week so will not be able to get revved up and back into this then, as all I will have is my work laptop. Hope to do some reading and be ready to continue on after I get back.
So people who got this working… Have you been using the PDF or the original blog posts? It seems a lot of stuff is missing from the PDF and now I’m wondering if I should use the “flawed” blog posts or the “fixed pdf” which is missing some important pictures and sentences that make you know what blueprint you are actually editing? If I follow the blog I feel like I might do unnecessary or broken steps that have been removed from the PDF but when I’m trying to go just by the PDF I see a lot of pictures and sentences that don’t make any sense because the pictures and the text are clearly from different time periods and projects.
Someone here gave a fix to my first problem but I didn’t find the “fix” satisfying since it’s still not fixed in the PDF and the author didn’t comment on the fix. I’m talking about the Page 20 which says "but we need to jump back to where that Start_Game was in our ‘L_GameInstance_BP’". How do you mean “back to”? I’ve followed every step in this PDF and it is the first time EVER we are opening the “L_GameInstance_BP”. And according to PDF we made the Start_Game into “L_Player_Controller” Blueprint. Did you accidentally tell me to make a bunch of nodes to “L_Player_Controller” when I was supposed to make them to “L_GameInstance_BP”. According to some pictures in the PDF and according to the blog post, some nodes seem to be in GameInstance_BP instead of “Player Controller” but this transition isn’t said anywhere and now we are suddenly “heading back to GameInstance” which is empty. So…
What nodes should I have in the GameInstance and what nodes should I have in the PlayerController?
According to PDF, page 20 is the first time we go to GameInstance.
According to Blog it’s not the first time.
According to writer the PDF has been updated.
According to me it’s clearly not updated.
I was like jumping out of joy when I found this tutorial and now I’m a bit annoyed by how this tutorial just skipped some important parts (like telling me what blueprint we are actually editing) and how I have to keep looking back at this topic to find that many people have the same problems even tho I’m only on the page 20. So could someone please clarify what goes to GameInstance and what goes to PlayerController? Or even better: Update that to the PDF?
I heard you are busy and I appreciate all that you do. I just hope you find the time to continue with this project and perhaps even fix some of the errors because this PDF has some real educational potential. If you’d follow your own tutorial you’d probably see where things go weird. Thanks and have a good day, sir!
When I made the PDF, I started with an empty project and went through it step by step. Yes, some of the images do not match, it is noted in the text to use a different file or connect this or that. I was very specific about that. Work and life has come in the way of me getting anything done recently… but I will go through the PDF’s one more time, from scratch, and see if there is actually anything wrong, or if it is just people not reading all the words. Then I need to move on to the next part. I can’t keep spoon feeding every single connection if things are to move forward. I am pretty sure once I get done this, I will never bother with another tutorial.
i suggest instead of doing a text tutorial, a video one might be more your forte, since you obviously know what your doing, it may be best to record yourself build whatever your making a tutorial on and then as you go you will (for one) know if you made an error and can properly fix it on camera, and (secondly) not have to worry about people not understanding whats going on or what BP to be editing. But thats just me talking.
Is the graphics array we create in Settings blueprint (save class) an Array of type structure or is it an integer? Because the tutorial has different indications:
And I really don’t understand these node connections.
I tried to connect the graphics array (of type structure) then breaking it, inputting index from the broken array into get and the button into C of the append (I obviously have a space in B) but it fails to cast (I added a debug branch in the getselected macro function in MM_S_V_Line):
it is an array of the structure ‘graphicsettings’.
hmm… it seems I changed something later… and honestly can not figure it out as my brain is on low activity mode after a long and crappy work week. But if you go back
and look at the stuff on the blog, it started out as integers… i would look through there in the settings menu stuff and set it up that way, as I know it worked… will have to revisit all this as I go back through everything again.
I checked your blog and your comment on the tutorial of the guy who did the video setting stuff and was suggesting to use id integer variables rather than arrays, then you went for a structure.
It should work the way I did (but you don’t complete this blueprint in your project and the pdf and blog kind of contradicts itself quite some times…) but it refuses to cast to get selected button.
I think this will be an occasion for me to do all of that in c++, as it seems much easier to do than with BPs.
Hey, so I have been following this tutorial for a couple days now (I have been taking my time and rereading things to make sure I get it right) I have ran into an error trying to build/package the project. I am not very far into this tutorial (just over halfway down the first pdf) and I am trying to build and package my project so I can test the LAN connections and make sure they show up when searching for a game.
Whenever I try to build or package I get a RunUAT.bat error and I can only see a couple errors in the console, I’m assuming these may be the issue? Anyways, the warnings that pop up in the console are:
LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/BluePrintsLogic/GameMode/L_Deathmatch.L_Deathmatch_C:UserConstructionScript; removing parent information, but keeping function
LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/BluePrintsLogic/GameMode/L_TeamDeathmatch.L_TeamDeathmatch_C:UserConstructionScript; removing parent information, but keeping function
And:
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
I can make a pastebin for the full console log if you want, but for now I’m pretty sure these errors are the reason it will not let me build or package the project. I’m not sure if I should continue until these warning messages are fixed, or if because I have not done anything with the Deathmatch/Teamdeathmatch classes themselves is the reason I am receiving these errors (I am just getting into the settings menu section). Any help would be really appreciated!
I read over this and was confused as well, after a bit of fiddling you definitely need to do it under player controller if you have been following the tutorial word for word
I’m having a problem with the current state macros, whenever I use them they do not change the state and just hide the menu, but without the leave_current_state macro the menus change but the state never changes. As far as I can tell I have followed the leave_current_state and is_current_state macros to the letter.
Been toying around and rechecking the tutorial but can’t seem to get the instances to change, really stumped and can’t continue until I get this part fixed
The problem, as mentioned by a few earlier, is the pdf has a few consistency errors. On page 11 of the pdf the leave_current_state macro has startup not attached to anything. As mentioned by arbopa, he changed the initial game state to startup on page 13 of the pdf as it should be. I think he just forgot to fix the image, or add in a comment in the text to attach the startup to the menu state set.
To fix for now, just attach every output for every state to the input on SET, until later in the tutorial he elaborates on what to do with individual ones
Here is a quick image of how the new leave_current_state should look at page 11 of the pdf.
Hmmm, Twitch shows no past broadcast, Blog site is down, and only place to find this is on Unreal Wiki. Is this process still ongoing or has the author abandoned it for now?
It’s been awhile but I didn’t see this answered. I had the same problem and the solution for me was to set the Game Instance class in Maps & Modes in Project Settings.
Did you or anyone else end up figuring out a solution for this? There are a bunch of instances that graphics array is used and would have to go back and fix a bunch of things to use an integer instead.