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    #61
    Now I have another issue for LinuxServer profile:
    Code:
    [2020.01.28-12.43.30:904][  0]LogStreaming: Error: Couldn't find file for package /Script/AutoSettings requested by async loading code. NameToLoad: /Script/AutoSettings
    [2020.01.28-12.43.30:904][  0]LogStreaming: Error: Found 1 dependent packages...
    [2020.01.28-12.43.30:904][  0]LogStreaming: Error:   /Game/Base/Player/BP_KotBPlayerController
    [2020.01.28-12.43.30:944][  0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
    [2020.01.28-12.43.30:944][  0]LogStreaming: Error:     Export 21 /Game/UI/StyledAutoSettings/Input/StyledKeyLabel.StyledKeyLabel_C:GetIconBrush
    [2020.01.28-12.43.30:944][  0]LogStreaming: Error:     Linker is ../../../KotB/Content/UI/StyledAutoSettings/Input/StyledKeyLabel.uasset
    [2020.01.28-12.43.30:944][  0]LogStreaming: Error:         Dep S_BEFORE_S Import    29   /Script/AutoSettings.KeyLabel:GetIconBrush
    [2020.01.28-12.43.30:944][  0]LogStreaming: Error:         Dep S_BEFORE_S Export    19    /Game/UI/StyledAutoSettings/Input/StyledKeyLabel.StyledKeyLabel_C:GetIconBrush.ReturnValue     (class StructProperty)
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep S_BEFORE_S Export    18    /Game/UI/StyledAutoSettings/Input/StyledKeyLabel.StyledKeyLabel_C:GetIconBrush.CallFunc_GetIcon_ReturnValue     (class ObjectProperty)
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep S_BEFORE_S Export    17    /Game/UI/StyledAutoSettings/Input/StyledKeyLabel.StyledKeyLabel_C:GetIconBrush.K2Node_MakeStruct_SlateBrush     (class StructProperty)
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import     5   /Script/AutoSettings.KeyLabel
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    28   /Script/AutoSettings.KeyLabel:GetIcon
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    59   /Script/SlateCore.SlateBrush:ImageSize
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    54   /Script/SlateCore.SlateBrush
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    60   /Script/SlateCore.SlateBrush:Margin
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    53   /Script/SlateCore.Margin
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    58   /Script/SlateCore.SlateBrush:BorderSize
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    61   /Script/SlateCore.SlateBrush:TintColor
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    55   /Script/SlateCore.SlateColor
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import    42   /Script/SlateCore.SlateBrush:ResourceObject
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import     2   /Script/SlateCore.SlateBrush:DrawAs
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import     4   /Script/SlateCore.SlateBrush:Tiling
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_S Import     3   /Script/SlateCore.SlateBrush:Mirroring
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_C Export     1    /Game/UI/StyledAutoSettings/Input/StyledKeyLabel.StyledKeyLabel_C     (class WidgetBlueprintGeneratedClass)
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error:         Dep C_BEFORE_C Import    29   /Script/AutoSettings.KeyLabel:GetIconBrush
    [2020.01.28-12.43.30:945][  0]LogStreaming: Error: Missing Dependency, request for /Script/AutoSettings.KeyLabel:GetIconBrush but it hasn't been created yet.
    Any help?

    Comment


      #62
      Originally posted by Dzhyrma View Post
      Now I have another issue for LinuxServer profile:
      ...
      Any help?
      It looks like your assets are being loaded before the plugin, or the plugin isn't being loaded at all. I'm not sure why this would happen on the Server configuration specifically if you already have Linux whitelisted though, and I don't test on Linux myself.

      You could try different options for the LoadingPhase to see if that helps.
      [Game] Hyper Jam - Neon-soaked arena brawler
      [Plugin] Auto Settings - Game options and input binding toolkit
      [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

      Comment


        #63
        Hi! I get this error when trying to build a project with Auto Settings enabled, and I was wondering if you might have anything in mind as to how to fix it:
        Code:
        UATHelper: Packaging (Windows (64-bit)):   Building 3 actions with 8 processes...
        UATHelper: Packaging (Windows (64-bit)):     [1/3] Module.AutoSettings.cpp
        UATHelper: Packaging (Windows (64-bit)):     C:/Users/User/Documents/Workspaces/ProjectCloud/Project/Plugins/AutoSettings/Source/AutoSettings/Private/Console/CVarChangeListener.cpp(28): error C4800: Implicit conversion from 'const int32' to bool. Possible information loss
        UATHelper: Packaging (Windows (64-bit)):     C:/Users/User/Documents/Workspaces/ProjectCloud/Project/Plugins/AutoSettings/Source/AutoSettings/Private/Console/CVarChangeListener.cpp(28): note: consider using explicit cast or comparison to 0 to avoid this warning
        UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Core\Public\HAL/Platform.h(874): note: see declaration of 'int32'
        UATHelper: Packaging (Windows (64-bit)):     C:/Users/User/Documents/Workspaces/ProjectCloud/Project/Plugins/AutoSettings/Source/AutoSettings/Private/Console/CVarChangeListenerManager.cpp(77): error C4800: Implicit conversion from 'int32' to bool. Possible information loss
        UATHelper: Packaging (Windows (64-bit)):     C:/Users/User/Documents/Workspaces/ProjectCloud/Project/Plugins/AutoSettings/Source/AutoSettings/Private/Console/CVarChangeListenerManager.cpp(77): note: consider using explicit cast or comparison to 0 to avoid this warning
        UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Core\Public\HAL/Platform.h(874): note: see declaration of 'int32'
        UATHelper: Packaging (Windows (64-bit)):     C:/Users/User/Documents/Workspaces/ProjectCloud/Project/Plugins/AutoSettings/Source/AutoSettings/Private/SettingsManager.cpp(58): error C4800: Implicit conversion from 'int32' to bool. Possible information loss
        UATHelper: Packaging (Windows (64-bit)):     C:/Users/User/Documents/Workspaces/ProjectCloud/Project/Plugins/AutoSettings/Source/AutoSettings/Private/SettingsManager.cpp(58): note: consider using explicit cast or comparison to 0 to avoid this warning
        UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Core\Public\HAL/Platform.h(874): note: see declaration of 'int32'
        UATHelper: Packaging (Windows (64-bit)): Took 23,0084414s to run UnrealBuildTool.exe, ExitCode=5
        UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-Project-Win64-Development.txt)
        UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
        UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
        PackagingResults: Error: Unknown Error
        This only happens when I have Auto Settings enabled on this specific project and when the plugin is stored in the plugin folder of the project (C:/Users/User/Documents/Workspaces/ProjectCloud/Project/Plugins/), instead of the engine plugin folder (C:\Program Files\Epic Games\UE_4.24\Engine\Plugins\Marketplace). If it's in the engine folder, everything works fine with no errors.

        If I try to build a new, empty project with Auto Settings enabled and stored in the plugin folder for that specific project, it builds with no problems as well, so I unfortunately don’t know how to repro the error on other projects.

        I’ve tried everything I could find online but simply can’t get it to work. Since this seems to be a very specific problem on my project, I understand that you might not have a solution, but any ideas as to what I could try would be greatly appreciated.
        Cheers!

        Comment


          #64
          Originally posted by rokesy View Post
          Hi! I get this error when trying to build a project with Auto Settings enabled, and I was wondering if you might have anything in mind as to how to fix it:
          ...
          I’ve tried everything I could find online but simply can’t get it to work. Since this seems to be a very specific problem on my project, I understand that you might not have a solution, but any ideas as to what I could try would be greatly appreciated.
          Cheers!
          I'm not sure why, but for some reason it looks like your compiler doesn't like those implicit conversions.
          You could try doing what it says and changing those lines to use explicit casts or 0 comparisons.

          e.g.

          CVarChangeListener.cpp(28):
          Code:
          OnBoolCVarChanged.Broadcast(IntValue != 0);
          CVarChangeListenerManager.cpp(77):
          Code:
          ChangedCallback.Execute(UConsoleUtils::GetCVar(Name)->GetInt() != 0);
          SettingsManager.cpp(58):
          Code:
          const bool InitValue = ConfigValue.IsEmpty() ? DefaultValue : FCString::Atoi(*ConfigValue) != 0;
          [Game] Hyper Jam - Neon-soaked arena brawler
          [Plugin] Auto Settings - Game options and input binding toolkit
          [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

          Comment


            #65
            Awesome, thank you so much!

            Comment


              #66
              Thank you for this great plugin. I have just one issue with it, resolution setting doesn't work. I tried it in editor and in built project. Example project doesn't work either. Output log displays two lines
              Code:
              LogAutoSettings: Applying setting r.SetRes with value 1280x768w
              LogAutoSettings: Saving setting r.SetRes with value 1280x768w
              but nothing changes. I tried it with different types of setting widgets, not just combo box. I tried disabling option factory and enter resolution options manually. All with the same result. When I type the command manually into the console it works fine, same when I use Execute Console Command node with a proper string. Engine version is 4.21, plugin version is 1.5.4. I know it is an old version but I hope you still can help.

              EDIT: forgot to add, I also tried hooking it up to a different console variable and it works. Seems like it just doesn't work with r.SetRes.
              EDIT2: a new development. As I mentioned, resolution change works fine through manual console command or through execute console command node. But once I attempt to change it through the auto settings menu it no longer works in any way until I restart the game.
              Last edited by VRLtqq; 02-12-2020, 06:30 PM.

              Comment


                #67
                VRLtqq

                It's strange that the example project doesn't work, have you tried the pre-packaged demo? (here: https://drive.google.com/drive/folde...5G3WaSbWcRTxte)

                Is 1280x768w the res you are actually choosing?

                Can you try it on another PC?
                [Game] Hyper Jam - Neon-soaked arena brawler
                [Plugin] Auto Settings - Game options and input binding toolkit
                [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

                Comment


                  #68
                  Sam, your plugin (which is great) worked beautifully when tested in the editor. When I packaged an opened the compiled game the settings inputs were all gone and changed to a generic word, and there were no input objects (sliders, keys) at all. Is this a thing yuo have seen before? I am using Nativization during compile.

                  Running in Live Packaged:

                  Click image for larger version  Name:	Blood-Bond--Into-the-Shroud---13_02_2020-10_23_33.jpg Views:	0 Size:	277.2 KB ID:	1720615

                  Running in Editor:

                  Click image for larger version

Name:	EditorView.jpg
Views:	136
Size:	309.2 KB
ID:	1720680
                  Last edited by WRKSGames; 02-13-2020, 08:27 AM.

                  Comment


                    #69
                    Oh wait, do I have to add rows into the Mapping Groups in the settings for the plugin even if I am using Key Groups? That might be it. Currently the Mapping Groups are totally empty.

                    Comment


                      #70
                      I have the Use Default Mappings checked right now, with no manual Mapping Groups added.

                      Comment


                        #71
                        Originally posted by Sam Bonifacio View Post
                        VRLtqq

                        It's strange that the example project doesn't work, have you tried the pre-packaged demo? (here: https://drive.google.com/drive/folde...5G3WaSbWcRTxte)

                        Is 1280x768w the res you are actually choosing?

                        Can you try it on another PC?
                        Everything is working now, in both example project and in my game. I could swear I tried everything yesterday and it didn't work. Well, I don't know anymore. I suspect the issue was with borderless mode. When borderless is active it is always in native resolution, no matter which resolution is selected in the combo box. I guess it could be that I only tested it with borderless yesterday. Still doesn't work in editor but that is not a problem.

                        Comment


                          #72
                          Hi, i followed your instructions and everything. I have the UI in my project but when i try to add it to my main menu widget it crashes.

                          Comment


                            #73
                            Originally posted by Zerenety View Post
                            Hi, i followed your instructions and everything. I have the UI in my project but when i try to add it to my main menu widget it crashes.
                            Hi, please post or DM me:
                            - The engine version
                            - The plugin version
                            - The .log file or crash report
                            - Do you mean add it to your menu widget at runtime or in widget editor?
                            [Game] Hyper Jam - Neon-soaked arena brawler
                            [Plugin] Auto Settings - Game options and input binding toolkit
                            [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

                            Comment


                              #75
                              Sam Bonifacio I have not tried it non-nativized. I will give that a go tonight and report back.

                              Comment

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