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    #16
    Originally posted by haimat View Post
    Hey Derjyn, thank you very much for the 5-star rating, I appreciate that a lot!
    As for your question regarding the event handler, I will have a look at that and get back to you soon.
    Well deserved rating, heh.

    Okay- my buttons are magically working now. I didn't change anything, but after closing out my project and taking a break and then coming back... For some crazy (but welcomed) reason, the setup I posted above now works. I'm glad too, as this feels the most elegant and organized. However, is you know of a better way of going about his, please let me know!

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      #17
      Originally posted by Derjyn View Post
      Well deserved rating, heh.

      Okay- my buttons are magically working now. I didn't change anything, but after closing out my project and taking a break and then coming back... For some crazy (but welcomed) reason, the setup I posted above now works. I'm glad too, as this feels the most elegant and organized. However, is you know of a better way of going about his, please let me know!
      Great! I am glad to hear that it's working for you now
      Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
      Marketplace Page | General Discussion | Support Thread | Preview Video

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        #18
        Just saw there was an update for this, yay! Though, couldn't find any sort of changelog. What's new/fixed/magickal with this version?

        Thanks!

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          #19
          Originally posted by Derjyn View Post
          Just saw there was an update for this, yay! Though, couldn't find any sort of changelog. What's new/fixed/magickal with this version?
          Hi Derjyn,

          in the last update to version 1.1 we have integrated sound effects for buttons, checkboxes and combo boxes.
          Moroever, we have fixed the bug with the menu size that you have reported

          You can find the full changelog here:

          https://forums.unrealengine.com/show...884#post491884

          Cheers!
          Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
          Marketplace Page | General Discussion | Support Thread | Preview Video

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            #20
            Cool deal... Though, my menus all broke now. I've spent the last hour re-building things, as reference types and such seemed to have changed? On my end, the node "Create Simple Menu" outputs and "Object", rather than a simple menu type for example. So I have to cast to simple menu on that end. The structure types for buttons are all invalid in my setup now, so I have to re-create all those. I've never had an issue when updating stuff from the marketplace, so I can only imagine I did something wrong. I'll come back with more info once I get this tackled.

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              #21
              Originally posted by Derjyn View Post
              Cool deal... Though, my menus all broke now. I've spent the last hour re-building things, as reference types and such seemed to have changed? On my end, the node "Create Simple Menu" outputs and "Object", rather than a simple menu type for example. So I have to cast to simple menu on that end. The structure types for buttons are all invalid in my setup now, so I have to re-create all those. I've never had an issue when updating stuff from the marketplace, so I can only imagine I did something wrong. I'll come back with more info once I get this tackled.
              That sounds very strange, in particular since object types of SimpleMenu etc. has not changed at all in this latest update. What if you create a fresh project, or even better: load the sample project's Test map -- what is the return value of the CreateSimpleMenu BP node there?
              Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
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                #22
                I got things working again, I can only assume a fresh project would work. Thing is, I can't kill my project and start fresh on the count of a menu system not working, lol.

                What I ended up doing was replacing all the simple menus, buttons, sliders, etc. Basically had to re-build a lot of stuff, because the items from the previous version were all invalid. I have no idea why- all I did was update MMS from the launcher. Fired up my project and had that issue. When I dropped in a new "Create Simple Menu" as a test, that worked fine. It's just the menus and buttons I had from before that weren't working.

                Alas, I have it working now. Was only an hour or two of work, so not that big of a deal. The value being output from CreateSimpleMenu now is "MMS Simple Menu Reference". When things exploded, it was "Object". Same for buttons and other elements. I'm going to go the safe route and say I broke it somehow :P

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                  #23
                  Thanks for the feedback, I am glad to hear it's working for you again.
                  Still quite a weird issue though

                  Question: after you casted the objects, did the system then work, even after the update --
                  or was the system borken as well, even after casting to the correct types?
                  Last edited by haimat; 03-12-2016, 09:50 PM.
                  Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
                  Marketplace Page | General Discussion | Support Thread | Preview Video

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                    #24
                    I have questions:

                    How do I set the initial default text in an editable text box?
                    How do I make the buttons taller? I need them to be more square shaped.
                    How do I bind any of the control values to functions? I need my UI to respond dynamically to events.

                    Thanks
                    Jake

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                      #25
                      Hi Jake, thank you very much for purchasing the Modular Menu System!

                      Originally posted by antsonthetree View Post
                      How do I set the initial default text in an editable text box?
                      You can do so via the "Set User Text" BP node.
                      Just call that with the ID of the editable text box and the desired text.

                      Originally posted by antsonthetree View Post
                      How do I make the buttons taller? I need them to be more square shaped.
                      That is set via the line height of the theme. So you can call the "Set Line Height" BP node of your theme object. All menu elements that you add after calling that node will use that new line height. But I can see the need for setting the height of buttons individually, so I have added the option to do so to the "Add Button[s]" BP nodes. That will be included in the next update.

                      Originally posted by antsonthetree View Post
                      How do I bind any of the control values to functions? I need my UI to respond dynamically to events.
                      I am not sure what exactly you mean by "control values" in that context. In general you can use the event handler for responding to events, as described in the MMS manual.

                      I hope that helps. Please let me know if you need anything else!
                      Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
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                        #26
                        Thanks for the feedback. Got a couple issues for you:

                        1. In the BP named MS_ModularMenuSystem see the function AddCustomWidget. The widget pin is not connected to the add element node so this function is not working. Easy fix.

                        2. In a brand new project add the MMS system and run in new editor window or standalone. Click the top New Game button. Notice that the white box outline only shows the left and right sides of the box. Not sure how to fix this. Seems to depend on the resolution setting. Sometimes it shows the entire box.

                        3. How to make the menu automatically resize itself when you resize the window? By resize I mean click the corner of the app window and drag to a new size. The menu keeps its old size until it is hidden and then reshown again.

                        This is a very nice bit of work that you've done here. It is definitely helping me make a prettier front end.

                        Thanks
                        Jake

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                          #27
                          Sorry to keep sending you issues. I'm doing a lot of menu work these days. File load/save, campaign management, add, remove, update, delete functions, etc. One thing I've run into is that the Text components (the read only text, not the user input textboxes) do not have a way to set an ID on them. I need to be able to setvalues in read only text boxes based on button clicks that occur after the menu is created/loaded.

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                            #28
                            And another:

                            The ShowMessageDialog node should take an ID and should maybe concatenate the ID to the button ID's.
                            This would allow you to differentiate DialogYes and DialogNo when you have multiple modal dialogs on the same menu page.

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                              #29
                              Originally posted by antsonthetree View Post
                              1. In the BP named MS_ModularMenuSystem see the function AddCustomWidget. The widget pin is not connected to the add element node so this function is not working. Easy fix.
                              Thanks a lot for pointing that out!

                              Originally posted by antsonthetree View Post
                              2. In a brand new project add the MMS system and run in new editor window or standalone. Click the top New Game button. Notice that the white box outline only shows the left and right sides of the box. Not sure how to fix this. Seems to depend on the resolution setting. Sometimes it shows the entire box.
                              Yeah we're aware of that. It works when you make it fullscreen, right? Unfortunately it seems this is a UMG thing, which I cannot change from BP. But we are looking into this and get back to you if we find any solution.

                              Originally posted by antsonthetree View Post
                              3. How to make the menu automatically resize itself when you resize the window? By resize I mean click the corner of the app window and drag to a new size. The menu keeps its old size until it is hidden and then reshown again.
                              Hmmm... It should resize with the window automatically. Will have a look into that as well!

                              Originally posted by antsonthetree View Post
                              This is a very nice bit of work that you've done here. It is definitely helping me make a prettier front end.
                              Thanks for your kind words

                              Originally posted by antsonthetree View Post
                              Sorry to keep sending you issues. I'm doing a lot of menu work these days. File load/save, campaign management, add, remove, update, delete functions, etc. One thing I've run into is that the Text components (the read only text, not the user input textboxes) do not have a way to set an ID on them. I need to be able to setvalues in read only text boxes based on button clicks that occur after the menu is created/loaded.
                              Ohh yes that is indeed a good idea! I will add IDs to text boxes and a BP node to change their text values.

                              Originally posted by antsonthetree View Post
                              The ShowMessageDialog node should take an ID and should maybe concatenate the ID to the button ID's.
                              This would allow you to differentiate DialogYes and DialogNo when you have multiple modal dialogs on the same menu page.
                              Ahh I see what you mean. Yes that is absolutely possible. I am thinking of a nice solution for this and will add it to the system.

                              In general thank you very much for your feedback and ideas. This is helping us a lot to improve the overall quality of the Modular Menu System. We will have a look into all these issues and ideas you have reported and implement (and fix) that within the next few days. So stay tuned for an updated version at the coming weekend or so

                              Cheers!
                              Last edited by haimat; 04-06-2016, 07:54 PM.
                              Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
                              Marketplace Page | General Discussion | Support Thread | Preview Video

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                                #30
                                Hi Jake, today we have sent the updated version of MMS to Epic, so the new version will be published soon (usually takes a few days).
                                Here is the changelog:

                                Version 1.3 / 2016-04-05
                                • New BP node SetTextLine to set the text of a text element after adding it to a menu
                                • Allow to override theme line height per button via new parameter for AddButton[s] BP nodes
                                • Added ID parameter for Messages Boxes, so that you can identify pressed dialog buttons by that ID
                                • Added parameter to vertically align a custom widget when adding it to a menu
                                • Fixed bug: Now you can add custom widgets correctly to a menu
                                • Fixed bug: Items can be selected again in text scoll boxes (after update to UE 4.11)

                                As you can see, we have fixed and improved quite a lot of what you have reported. Now you receive the ID of a message box when a button is being clicked, you can set the text of a text line after adding it to the menu, you can change the height of buttons, and more.

                                What is missing though is a fix for the white border around the menu (message boxes and tooltips). Unfortunately this seems to be a bug in UMG since 4.11, as it did not happen before. I have posted a bug report, hopefully Epic has some more infos on that. Will let you know when I get any news here.

                                As for the resizing, it should work fine. Maybe it hasn't worked for you because you didn't release the mouse button? The UMG window is only redrawn when you release the mouse button after resizing the window...

                                In any case, thanks again for your feedback.
                                I hope you like the new update - as soon as it is online
                                Modular Menu System @ UE4 Marketplace: "Build your UMG Menus in Minutes!"
                                Marketplace Page | General Discussion | Support Thread | Preview Video

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