Announcement

Collapse
No announcement yet.

Modular Menu System Support Thread

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by LiveSimulator View Post
    How do you communicate BACK to the original menu actor that spawned the menu, so you can go back to the previous menu from your event handler? Are there any built in references that the system generates---I can't seem to find them.
    Well, since you use your own custom event handler class, you can pass-in anything you want when you create it (or afterwards), as usual in Blueprint. Thus you can give it a reference to your main actor as it pleases you.

    Leave a comment:


  • replied
    How do you communicate BACK to the original menu actor that spawned the menu, so you can go back to the previous menu from your event handler? Are there any built in references that the system generates---I can't seem to find them.

    Leave a comment:


  • replied
    Originally posted by LiveSimulator View Post
    Hi, this is a really handy system. I was wondering is there support for VR/3D widgets? It's pretty simple to spawn a 3D widgets but I was hoping I could use this to interact with those menus in VR.
    Hi, I have not tested the MMS with VR yet. But since it's 100% based on UMG and Blueprints, in theory you can do everything with MMS that you could do with UMG. Hope that helps!

    Leave a comment:


  • replied
    Hi, this is a really handy system. I was wondering is there support for VR/3D widgets? It's pretty simple to spawn a 3D widgets but I was hoping I could use this to interact with those menus in VR.

    Leave a comment:


  • replied
    Originally posted by Loucsam View Post
    Many thanks, great support.
    You're welcome

    Leave a comment:


  • replied
    Hi [MENTION=34245]haimat[/MENTION],

    That was the missing info I needed, the following code along with your help seems to be working so far.

    Click image for larger version

Name:	escape.png
Views:	1
Size:	74.4 KB
ID:	1129855

    Many thanks, great support.

    Cheers,
    Max

    Leave a comment:


  • replied
    Originally posted by Loucsam View Post
    However, once I am in the menu system I then want to be able to press ESCAPE and simply return to the game.
    Hey Max, I think your problem is related to UE4 input handling, not the menu system. Usually in BP your "Key Pressed" nodes will not trigger while game is paused. There is, however, a way to solve your issue. Just click on to that "Key Pressed" node once and look at the details tab. There is an option "Execute when Paused", which is not selected by default. After enabling this option that node will also trigger when the game is paused.

    Hope that helps!

    Leave a comment:


  • replied
    I'm getting the hang of the menuing now, great system.

    Q. I want to be able to press ESCAPE and the menu will show up (that is easy enough and works)

    ESCAPE KEY PRESSED node--> SHOW MENU node--> PAUSE GAME selected

    However, once I am in the menu system I then want to be able to press ESCAPE and simply return to the game.

    Any ideas?

    (Failing that I'd have to set up a resume button I guess, but then I'd have to know the game was in a paused state before also adding to the existing menu which sounds a little cumbersome.
    (I assume [MENTION=40685]Denmengel[/MENTION] up above is trying to achieve something similar)


    Cheers,
    Max

    Leave a comment:


  • replied
    Ok fine, thanks for the feedback Max

    Leave a comment:


  • replied
    Originally posted by haimat View Post
    Hmm, could you install the latest UE version 4.16 (alongside your currently installed version, if necessary), create a new testing project with it, add the MMS to it, and test it there?
    [MENTION=34245]haimat[/MENTION] for now I don't want to install 4.16, I am happy and productive at 4.14, and I am able to use your menus by modifying the event handler in its default location.

    Assume for now the problem is at my end.

    (If I get motivated at some point, I will give it a go though.)

    Thanks.

    Cheers,
    Max

    Leave a comment:


  • replied
    Originally posted by Loucsam View Post
    My gut feeling is that my 4.14 engine install has path issues in it. I'm having troubles with another plugin not properly connecting materials to the given assets as well.
    Hmm, could you install the latest UE version 4.16 (alongside your currently installed version, if necessary), create a new testing project with it, add the MMS to it, and test it there?

    Leave a comment:


  • replied
    Hi haimat,

    Thanks for the reply.

    Currently I am modifying the MyEventHandler in the MMS/game folder, using the exact demo code and this is working for me.

    If I copy the MyEventHandler into my own folder, and rename it, the dropdown in the create event handler node finds it, but the menu won't show, using the same code as above (the sample code). It shows fine when pointing at the original MyEventHandler sample in the MMS folder structure.

    My gut feeling is that my 4.14 engine install has path issues in it. I'm having troubles with another plugin not properly connecting materials to the given assets as well.

    I can continue to work from the MMS/game structure.

    Thanks and cheers,
    Max

    Leave a comment:


  • replied
    Hey Loucsam, thank you very much for purchasing the Modular Menu System!

    Your approach sounds fine. First you add the MMS to your project within the Epic Games Launcher. Then after opening your project you can copy the MyEventHandler, give your new file any name you like, and then modify and extend it however it pleases you. However, using your own version of a custom event handler should have no impact on whether the menu is shown or not.

    So there might be another problem. If you follow the sample level shipped with the MMS closely and use exactly the same nodes in your own level (BP), does it work then, is the menu shown?

    Leave a comment:


  • replied
    I have tried copy and paste the MyEventHandler file to my own folder and renamed it to 'MaxMMSEventHandler'. Surprisingly the Create Event Handler drop down was able to show it in the drop down to select a handler, but alas it no longer showed the menu.

    I even tried putting it in the BluePrints submenu of the ModularMenuSystem folder structure (as opposed to the game folder structure under it, but that doesn't work either.

    Cheers,
    Max

    Leave a comment:


  • replied
    Hi, I could do with some help please. Nice looking product so far.

    I want to make my own eventhandler but I don't understand how to go about it. (I understand basically how to modify the code inside)

    I could edit the given MyEventHandler but I don't think I am meant to do it this way?

    So what is the general way of setting up my own version of the event handler (in BluePrints)?

    (If it involves casts then please explain in detail as I don't understand casting yet.)


    Typically I might copy the MyEventHandler code inside my own BluePrint (then modify it) and place it inside my own folder structure outside of ModularMenuSystem folders? But then how would the Create Event handler node know where it was?

    Thanks for any assistance and might I suggest this would be a topic for the documentation for us less experienced in UE.

    Cheers,
    Max
    Last edited by Loucsam; 06-13-2017, 12:50 AM.

    Leave a comment:

Working...
X