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    Sorry, In the MenuPressed sequence I missed the link between "as player controller" and "target". Then I replaced "Set Input Mode..." with "Set Input Mode UI". This works better : it fixes the "click twice" problem and the Keybinding called from PauseMenu works !
    I've now just problems when go out the PauseMenu > Press E > go out : adding some nodes should fix it.

    Comment


      Sorry, In the MenuPressed sequence I missed the link between "as player controller" and "target". Then I replaced "Set Input Mode..." with "Set Input Mode UI". This works better : it fixes the "click twice" problem and the Keybinding called from PauseMenu works !
      I finally came back to the first node "Set Input Mode..."

      I've now just problems when go out the PauseMenu > Press E > go out : adding some nodes should fix it.
      This is fixed now.

      This seems very close to work now. I will try some other tests.

      Comment


        Originally posted by ]Innuendo[ View Post
        This is fixed now.

        This seems very close to work now. I will try some other tests.
        Excellent, thank you for all your feedback. I might provide a dummy pause menu in the future as an example to include settings in a custom menu.
        Marketplace: Quality Game Settings

        Comment


          Hi [MENTION=36142]Scraphead[/MENTION]


          Definitely the best, using the Unreal Save System. Very Cool Example Room showing all features Very good Purchaise.

          Just a question. Why the Quality-Game-Settings-Menu uses the GameInstance?
          lunybunny.com
          lunybunny.com

          Comment


            Originally posted by lunyBunny View Post
            Just a question. Why the Quality-Game-Settings-Menu uses the GameInstance?
            Two reasons:
            1: By storing GameSettings variable inside GameInstace and use "Get Game Settings", I am guaranteed that it will be the same variable. It allows for easy access the same GameSettings variable from almost any blueprint.

            2: The GameSettings blueprint is of type saveclass, allowing me to save and load all its variables. It has the downside that it can't use "Execute Console Command" node, and it is required to apply some settings. The GameSettings class forwards all console command strings to GameInstance instead, that can support "Execute Console Command"

            Edit: It is set up so it all goes through an interface "GameSettingsInterface". So you can make use of your own game instance, as long as you add the interface and the same nodes as the provided GameInstanceWithSettings blueprint. More help can be found in Manual.
            Last edited by Scraphead; 06-16-2016, 01:41 PM.
            Marketplace: Quality Game Settings

            Comment


              Excellent, thank you for all your feedback. I might provide a dummy pause menu in the future as an example to include settings in a custom menu.
              Thank you too, a pause menu would be great. With other tests it seems the keybinding doesn't work in my PauseMenu if the game is paused (with the node "Set Game Paused" : I added it in the Menu Pressed Sequence). Generally in your Blueprints, I saw you use mainly the "Set Input Mode Game And UI", why not use "Set Input Mode UI" instead ?

              Otherweise I've packaged a project (with File>Package Project. It seems I don't need Window>ProjectLauncher) and it works quite the same as in Unreal Editor except this :
              - The grab icon (the hand) is replaced by another (hand showing target with finger).
              - The dev tab is still here.
              - When windowed, the game's window is "fixed" at the corner of the screen, impossible to grab it but it might an Unreal Engine problem.

              About the Global Post Process Settings BP, you should hide in game the BP actor and set component > cube > don't cast shadow and collision > No Collision to make it disapear when playing.
              Last edited by ]Innuendo[; 06-17-2016, 08:47 AM.

              Comment


                Originally posted by ]Innuendo[ View Post
                Thank you too, a pause menu would be great. With other tests it seems the keybinding doesn't work in my PauseMenu if the game is paused (with the node "Set Game Paused" : I added it in the Menu Pressed Sequence).
                You can fix this by setting Any Key to execute when paused.
                Click image for larger version

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                Originally posted by ]Innuendo[ View Post
                Generally in your Blueprints, I saw you use mainly the "Set Input Mode Game And UI", why not use "Set Input Mode UI" instead ?
                I had a good reason back when I released for 4.7-4.9, But I can check it out and see if I can use "Set Input Mode UI" now.

                Originally posted by ]Innuendo[ View Post
                Otherweise I've packaged a project (with File>Package Project. It seems I don't need Window>ProjectLauncher) and it works quite the same as in Unreal Editor except this :
                - The grab icon (the hand) is replaced by another (hand showing target with finger).
                I tried to make it so the hand indicates that menu can be moved, and show a grab hand when user is grabbing menu, but I ended up with a mouse cursor stuck with wrong symbol. I can take a second look at it and see if I can improve it.

                Originally posted by ]Innuendo[ View Post
                - The dev tab is still here.
                Did you set up the build configuration for shipping? It does not hide Dev tab when build is for development.
                Click image for larger version

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                Originally posted by ]Innuendo[ View Post
                - When windowed, the game's window is "fixed" at the corner of the screen, impossible to grab it but it might an Unreal Engine problem.
                This happened in 4.11 when Epic added their own game settings class. I am planning to merge their system and mine, and this will hopefully fix that. (You can still grab and drag a corner of the windowed screen and it will "pop" into a proper window mode.)

                Originally posted by ]Innuendo[ View Post
                About the Global Post Process Settings BP, you should hide in game the BP actor and set component > cube > don't cast shadow and collision > No Collision to make it disapear when playing.
                Good Idea!
                Last edited by Scraphead; 06-17-2016, 11:21 AM.
                Marketplace: Quality Game Settings

                Comment


                  Important Bug Patch!
                  One of my customers has found a problem where the game can break with a black screen.
                  To avoid any of you shipping a game that can be unusable for some players, I had to disable "View Distance Scale" in patch.
                  Update 1.5.1 has been submitted to marketplace team, but it will take a few days until it's live.
                  Click image for larger version

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                  I don't have the details, since I can't reproduce the error on my end. It is a real troublesome bug since if it triggers, the problem can't be solved by modifying blueprints, but requires editor to restart.
                  I am unable to submit a bug to epic without further testing it out (and I can't trigger it on my end), but it is related to console command r.ViewDistanceScale (and maybe in combination with with other console commands).
                  It might be some AMD cards, but I can't say for sure.

                  If you already have already implemented release 1.5, you can read manual step 8.15 on how to disable your View Distance so your players wont hit this issue.
                  https://docs.google.com/document/d/1...zDFDsoFw/edit#

                  I hope I can re-enable it when I release the next update of my menu.

                  Sorry for the trouble this causes.
                  Marketplace: Quality Game Settings

                  Comment


                    Quote Originally Posted by ]Innuendo[ View Post
                    Thank you too, a pause menu would be great. With other tests it seems the keybinding doesn't work in my PauseMenu if the game is paused (with the node "Set Game Paused" : I added it in the Menu Pressed Sequence).
                    You can fix this by setting Any Key to execute when paused.
                    OK, this is fixed.

                    Quote Originally Posted by ]Innuendo[ View Post
                    Otherweise I've packaged a project (with File>Package Project. It seems I don't need Window>ProjectLauncher) and it works quite the same as in Unreal Editor except this :
                    - The grab icon (the hand) is replaced by another (hand showing target with finger).
                    I tried to make it so the hand indicates that menu can be moved, and show a grab hand when user is grabbing menu, but I ended up with a mouse cursor stuck with wrong symbol. I can take a second look at it and see if I can improve it.
                    I would prefer a grab hand because the player will click it instead of grab it.

                    Quote Originally Posted by ]Innuendo[ View Post
                    - The dev tab is still here.
                    Did you set up the build configuration for shipping? It does not hide Dev tab when build is for development.
                    OK, It was set to Development.

                    I don't have the details, since I can't reproduce the error on my end.
                    Same for me.

                    Comment


                      I am unable to package this in a Win64 build. I get the following errors when I package. I can run just fine from editor but cannot package Win 64.

                      [2016.06.17-18.12.29:506][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 11] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:511][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 10] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:513][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 9] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:515][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 8] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:516][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 7] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:517][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 6] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:518][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 5] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:519][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 4] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:519][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 3] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:520][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 2] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:521][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 1] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem[2016.06.17-18.12.29:522][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 0] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:537][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 0] ' pin is invalid: No struct specified for pin '[0]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:538][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 1] ' pin is invalid: No struct specified for pin '[1]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:539][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 2] ' pin is invalid: No struct specified for pin '[2]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:543][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 3] ' pin is invalid: No struct specified for pin '[3]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:545][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 4] ' pin is invalid: No struct specified for pin '[4]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:546][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 5] ' pin is invalid: No struct specified for pin '[5]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:547][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 6] ' pin is invalid: No struct specified for pin '[6]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:553][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 7] ' pin is invalid: No struct specified for pin '[7]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:554][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 8] ' pin is invalid: No struct specified for pin '[8]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:555][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 9] ' pin is invalid: No struct specified for pin '[9]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:556][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 10] ' pin is invalid: No struct specified for pin '[10]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:560][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 11] ' pin is invalid: No struct specified for pin '[11]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:561][ 0]LogBlueprint:Error: Compiler Error Structures don't match for Break KeyInput from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:563][ 0]LogBlueprint:Error: Compiler Error Failed to create property K2Node_MakeArray_Array2 from Replace Key Mapping due to a bad or unknown type (Array of Structures) from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem[2016.06.17-18.12.29:564][ 0]LogBlueprint:Error: Compiler Error Failed to create property CallFunc_Array_Get_Item from Item due to a bad or unknown type (Structure) from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:566][ 0]LogBlueprint:Error: Compiler Error Failed to create property K2Node_Select_Default from False due to a bad or unknown type (Structure) from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:571][ 0]LogBlueprint:Warning: Compiler Warning AssociatedVarProperty property overridden Input_3_484CF56342A117E3CBA042A394CBD033 from Input 3 484CF56342A117E3CBA042A394CBD033 type (Key Structure)
                      [2016.06.17-18.12.29:572][ 0]LogBlueprint:Warning: Compiler Warning AssociatedVarProperty property overridden UseNegativeAxis_9_CA016842430D7150D94F0AABC0B31CAE from Use Negative Axis 9 CA016842430D7150D94F0AABC0B31CAE type (Boolean)
                      [2016.06.17-18.12.29:619][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 11] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:620][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 10] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:621][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 9] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:623][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 8] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:628][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 7] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:631][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 6] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:632][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 5] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:634][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 4] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:635][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 3] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:636][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 2] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:637][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 1] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:639][ 0]LogBlueprint:Error: Compiler Error No structure in SubCategoryObject in pin [ 0] from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:655][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 0] ' pin is invalid: No struct specified for pin '[0]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:656][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 1] ' pin is invalid: No struct specified for pin '[1]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:657][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 2] ' pin is invalid: No struct specified for pin '[2]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:662][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 3] ' pin is invalid: No struct specified for pin '[3]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:663][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 4] ' pin is invalid: No struct specified for pin '[4]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:664][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 5] ' pin is invalid: No struct specified for pin '[5]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:665][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 6] ' pin is invalid: No struct specified for pin '[6]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:671][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 7] ' pin is invalid: No struct specified for pin '[7]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:672][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 8] ' pin is invalid: No struct specified for pin '[8]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:673][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 9] ' pin is invalid: No struct specified for pin '[9]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:674][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 10] ' pin is invalid: No struct specified for pin '[10]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:680][ 0]LogBlueprint:Error: Compiler Error The current value of the ' [ 11] ' pin is invalid: No struct specified for pin '[11]' from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:680][ 0]LogBlueprint:Error: Compiler Error Structures don't match for Break KeyInput from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:681][ 0]LogBlueprint:Error: Compiler Error Failed to create property K2Node_MakeArray_Array2 from Replace Key Mapping due to a bad or unknown type (Array of Structures) from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:682][ 0]LogBlueprint:Error: Compiler Error Failed to create property CallFunc_Array_Get_Item from Item due to a bad or unknown type (Structure) from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:683][ 0]LogBlueprint:Error: Compiler Error Failed to create property K2Node_Select_Default from False due to a bad or unknown type (Structure) from Source: /MenuSystem/QualityMenu/HUD_UMG_Classic/UtilWidgets/ClassicSettingsMappingItem.ClassicSettingsMappingItem
                      [2016.06.17-18.12.29:687][ 0]LogBlueprint:Warning: Compiler Warning AssociatedVarProperty property overridden Input_3_484CF56342A117E3CBA042A394CBD033 from Input 3 484CF56342A117E3CBA042A394CBD033 type (Key Structure)
                      [2016.06.17-18.12.29:688][ 0]LogBlueprint:Warning: Compiler Warning AssociatedVarProperty property overridden UseNegativeAxis_9_CA016842430D7150D94F0AABC0B31CAE from Use Negative Axis 9 CA016842430D7150D94F0AABC0B31CAE type (Boolean)
                      [2016.06.17-18.12.31:585][ 0]LogCookisplay: Cooking /MenuSystem/MenuAssets/Levels/MainMenu -> C:/Unreal Projects/SideQuest412/Saved/Cooked/WindowsNoEditor/SideQuest/Plugins/MenuSystem/Content/MenuAssets/Levels/MainMenu.umap
                      [2016.06.17-18.12.31:602][ 0]LogSavePackage: Save=13.07ms

                      That is all.

                      Comment


                        Originally posted by antsonthetree View Post
                        I am unable to package this in a Win64 build. I get the following errors when I package. I can run just fine from editor but cannot package Win 64.
                        Hi, the errors seems to complain about the structure array in macro GameSettingsMacro, Function "Replace Key Mapping", (Find it in folder: QualityMenu -> Blueprints -> Util -> "GameSettingsMacro")

                        Click image for larger version

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                        The error message refers to pins 0 to 11 in the make array node. It converts directional input into its relevant axis directions. It complains that it can not validate the structure the array is made up of.
                        Can you please check if "Replace Key Mapping" looks like this? Or if you can remake it to remind engine what structure the array is made up of?
                        Click image for larger version

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                        Marketplace: Quality Game Settings

                        Comment


                          Hello,
                          I've now a main menu. In the Unreal Editor, I can call your Option Menu from the Menu widget (the main menu) and then from the PauseMenu (in another level).
                          Strangely, in a packaged poject I can't call the Option Menu from the Menu (it displays nothing when I click the option button). But It works with the PauseMenu. I don't understand why.

                          Comment


                            Originally posted by ]Innuendo[ View Post
                            Hello,
                            I've now a main menu. In the Unreal Editor, I can call your Option Menu from the Menu widget (the main menu) and then from the PauseMenu (in another level).
                            Strangely, in a packaged poject I can't call the Option Menu from the Menu (it displays nothing when I click the option button). But It works with the PauseMenu. I don't understand why.
                            Ok, as I understand it, in a packaged project, you can open the settings menu with a button from your pause menu, but not from your main menu. But it works fine in editor.

                            Can you post images of your pause menu and main menu blueprint where you open menu?

                            Don't forget. Your pause menu gets its owning player pawn and fetches the settings menu from your first person character who "owns" the pause menu and settings menu.
                            Click image for larger version

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                            In your main menu level, you might not have a first person character to cast to, since no first person character pawn exist in your main menu level.
                            Depending on where and how you create the settings menu widget, the cast to "first person character" from "Get Owning Player Pawn" fails on packaged project, and settings menu can never be retrieved as a variable.
                            (I do not know why it would still work in editor)

                            I see the confusion in this, so I will add examples in an update later.

                            I don't know if this helps you solve your problem, I don't have much information on how you have set up your blueprints.
                            If this did not help you find a solution, could you please post pictures of your blueprint setup of where the settings menu/pause menu/main menu widgets are created, and where you retrieve and open them.
                            Last edited by Scraphead; 06-23-2016, 05:50 AM.
                            Marketplace: Quality Game Settings

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                              Thank you for your answer :

                              In your main menu level, you might not have a first person character to cast to, since no first person character pawn exist in your main menu level.
                              Depending on where and how you create the settings menu widget, the cast to "first person character" from "Get Owning Player Pawn" fails on packaged project, and settings menu can never be retrieved as a variable.
                              This must be something like that. My main menu level Game Mode is set voluntarily to FirstPersonGameMode. When I change it to GameMode, it doesn't work in Unreal Editor. So as I setted this main menu level Game to Defaults Maps in ProjectSettings, the packaged project may set it to GameMode. I will try to set another map to Default Map and then call from this map the main menu level Game.

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                                In your main menu level, you might not have a first person character to cast to, since no first person character pawn exist in your main menu level.
                                Depending on where and how you create the settings menu widget, the cast to "first person character" from "Get Owning Player Pawn" fails on packaged project, and settings menu can never be retrieved as a variable.
                                This must be something like that. My main menu level Game Mode is set voluntarily to FirstPersonGameMode. When I change it to GameMode, it doesn't work in Unreal Editor. So as I setted this main menu level Game to Defaults Maps in ProjectSettings, the packaged project may set it to GameMode. I will try to set another map to Default Map and then call from this map the main menu level Game.
                                I've solved the problem by adding delays inside the main menu UMG event graph : a 0.05 delay after the Event Construct and a 0.1 delay after the Event OnClicked (OptionsButton). So it makes sure that the FPC is called first, then its variables. So it works now in packaged project.

                                About the Distant View bug, did you fixed it since the last patch of your option menu ?

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