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Auto Settings - Game options and input binding toolkit

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  • replied
    Sam Bonifacio I sent you a DM, but just discovered that in the main menu of my game it works perfectly, but when I go into my game and try to change them there, it crashes

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  • replied
    Azora Husky Can you post or DM me the logs after it crashes?

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  • replied
    Well I disabled "Allow Modify Keys" and it just crashes immediately without freezing

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  • replied
    Sam Bonifacio I noticed that the first line in the crash report, refers to the keygroup assigning line in the source file

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  • replied
    Sam Bonifacio Is there a setting that needs to be changed to realise that it has a prompt class, or what could the problem be?

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  • replied
    Sam Bonifacio Yup it was the nativization. When I switched to exclusive nativization and excluded the widgits, it worked. That is the first time I have ever seen nativization fail on me. Well well....live and learn Thank you for your help and your very excellent plugin. Left you a nice review on the marketplace and this is shipping in our next build of Blood Bond - Into the Shroud. Keep up the excellent work.

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  • replied
    Azora Husky To make what work?

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  • replied
    Sam Bonifacio I made a new project and it worked flawlessly, is there an option or something I should enable or disable to make it work for my project?

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  • replied
    Sam Bonifacio

    I just double checked and it always had the class, same with the default asset
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    I shall attempt to make a new project and replicate the issue

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  • replied
    Azora Husky

    Please double-check this. I was able to cause a crash in the exact same place by just nulling the class in the StyledBindCaptureButton asset from the example project, because of the missing check I mentioned in the previous post.

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    If not, can you reproduce the issue in a project that you're able to send me?

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  • replied
    WRKSGames Does it work in shipping without nativization?

    This does look like a nativization issue, but now for some reason I can't nativize the example project anymore because of compilation errors in the generated code.

    I always find nativization very fickle and unreliable no matter what project I'm working on, especially for UI and UMG widgets which seem to fail disproportionately more than other blueprints.

    I would suggest seeing if you can exclude the Auto Settings assets, or at least the ones that appear to break, from the process (https://docs.unrealengine.com/en-US/...nts/index.html),
    and if that doesn't work I think you will have to figure out a way to disable nativization globally again, even if just for testing if that's the issue or not.

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  • replied
    Sam Bonifacio Eureka Sam, I have found the problem. Your plugin works perfectly if deployed using the DEVELOPMENT build settings. But...if you build with the SHIPPING flag..it fails. I created a project with your plugin and used your demo content and did the above and reproduced the same issue I had with my own game.

    Here is the result in the Input page in the packaged demo build:


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    And here are the package settings I used to build:

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  • replied
    Sam Bonifacio

    Ok making some headway in debugging. Its porting a small portion of the widgits from the demo/sample project that causes issues. When you follow yuor migration video and port everything, the dissapearing elements I had no longer happens. However, the selectors and dropdowns are unpopulated. In the packaged build the DefaultRadioSelect does not show up. Nor does the DefaultCombobox. Are these elements requiring a special setting or activity in the packaging for it to export propertly into a packaged build?

    Click image for larger version

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    Last edited by WRKSGames; 02-15-2020, 01:38 PM.

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  • replied
    I am using 4.24.2 on Windows. The packaging is being done for a WindowsNoEditor build.

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  • replied
    I attempted to make my own, checked everything I could edit, and nothing, still the same result as with the default

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