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Cardinal Menu: A main menu system with a Steam friends list and server browser.
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Cardinal Menu System by Metahusk | Community Project | Steam Server Browser, Credits, and Game Settings: An Unreal Engine 4 Community Online Menu System By Metahusk


Source Location: Repository Webpage

Clone Source Over HTTP: http://repositories.metahusk.com/menu.hg

Built Using: Unreal 4 Engine developed by Epic Games, Inc.


About This Project

We are releasing the menu from our game, Cardinal Fall, to the community for free. This project packages a combination of other community projects to create a single, easy to implement menu system. We will do our best to update the project with new engine releases. Thank you to all the community members who's content we employed to release this package.


Getting Started

  1. Create a Project Directory folder in your Unreal 4 Projects Directory.

    Example Structure: C:\Users\User\Documents\Unreal Projects\Directory_Name

  2. Download the project or Clone the development files to your Unreal 4 Projects Directory using your favorite mercurial client.

    Hg Repository URL: http://repositories.metahusk.com/menu.hg

Common Mercurial Clients: SourceTree, TortoiseHG, or SmartGitHG

  1. Download and Install Microsoft's Visual Studio Community 2015 for Windows Desktop

    Visual Studio Community 2015

4a. Navigate to \Your_Directory\Plugins and extract the files in VictoryPlugin(newest-version).zip to the plugins directory into a folder called VictoryPlugin

Plugins Directory Structure: \Your_Directory\Plugins\VictoryPlugin\"plugin files"

4b. Navigate to \Your_Directory\Plugins and extract the files in VaRest(newest-version).zip to the plugins directory into a folder called VaRest

Plugins Directory Structure: \Your_Directory\Plugins\VaRest\"plugin files"

4c. Navigate to \Your_Directory\Plugins and extract the files in AdvancedSessions(newest-version).zip to the plugins directory into a folder called AdvancedSessions

Plugins Directory Structure: \Your_Directory\Plugins\AdvancedSessions\"plugin files"

4d. Navigate to \Your_Directory\Plugins and extract the files in LoadingScreen-master(newest-version).zip to the plugins directory into a folder called LoadingScreen-master

Plugins Directory Structure: \Your_Directory\Plugins\LoadingScreen-master\"plugin files"

4e. Navigate to \Your_Directory\Plugins and extract the files in GamepadUMGPlugin(newest-version).zip to the plugins directory into a folder called GamepadUMGPlugin

Plugins Directory Structure: \Your_Directory\Plugins\GamepadUMGPlugin\"plugin files"

4f. Navigate to \Your_Directory\Plugins and extract the files in PingPlugin(newest-version).zip to the plugins directory into a folder called PingPlugin

Plugins Directory Structure: \Your_Directory\Plugins\PingPlugin\"plugin files"

  1. Right Click on cardinal.uproject and click Generate Visual Studio project files.
  2. Execute cardinal.uproject and click Yes to Recompile Project Modules.
  3. Enable The Web Browser Plugin at Edit -> Plugins -> Widgets -> Web Browser
  4. Enjoy :) NOTE: To utilize Steam you must launch as a "Standalone Game" or utilize a packaged build with Steam running.

Modifying Starting Map or Number of Players

  1. Navigate to the MainMenu Blueprints folder at \Cardinal\MainMenu\Blueprints
  2. Insert your GameModes into Enum_GameModes, list your available map names to Enum_Maps, and set your server host's preferred maximum number of players to Enum_NumberOfPlayers using the supplied pattern. For skipped number of player options, use the enumeration's integer. For the number of players option you'd like available, spell out the integer. For example: 0, 1, Three will make a server with a maximum of "Three Players." (Please note the game modes and player limits are not implemented in the actual project. This is up to the end user to implement.)

Deploying Packaged Builds

In order for key bindings to work on packaged builds, you you may have to copy Input.ini from inside your project to the build directory. The paths and default bindings are listed below. Input.ini may not copy into the directory by itself. The default bindings are shown below for your convenience.


Windows US Keyboard Default Input Bindings Inside Project: \Config\DefaultInput.ini \Build\WindowsNoEditor\CardinalMenu\Saved\Config\WindowsNoEditor\DefaultInput.ini Inside Packaged Game: \WindowsNoEditor\CardinalMenu\Saved\Config\WindowsNoEditor\Input.ini


[/Script/Engine.InputSettings] ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False) AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000) AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000) AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000) AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000) AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000) AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)

[/Script/Engine.Console] HistoryBuffer=mexit HistoryBuffer=exit


Project Credits

Project Credits: Metahusk, mordentral, rama, Thaddeus Delude (parvan), The Tune Peddler, ZioYuri78

Cardinal Menu: This project was put together by Metahusk using a collection of community content. Please credit everyone listed here and provide a link to our websites.

Project Blueprints: This project’s blueprint files are released under the Creative Commons Attribution 4.0 International License. CC BY 4.0 Please provide credit where credit is due. You must credit the following people listed below. You can find this information in the project’s readme. (https://creativecommons.org/licenses/by/4.0/)

Main Menu by ZioYuri78: The basic menu framework is an adaptation of ZioYuri78’s ‘Main menu and in game menu with basic game, graphics, controls and audio settings.’ (https://forums.unrealengine.com/showthread.php?103583-C-Blueprint-Main-menu-and-in-game-menu-with-basic-game-graphics-controls-and-audio-settings)

Online Browser by mordentral: The online browser utilizes mordentral’s Advanced Sessions Plugin. (https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin)

Rebindable Keys by rama: The key binding system utilizes Rama’s UMG Rebindable Key System, Rebind keys at Runtime. (https://forums.unrealengine.com/showthread.php?51449-Full-Project-Rama-s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!)

Background Music by The Tune Peddler: The music used in this project is owned by The Tune Peddler. You do not have permission to use the project’s music without agreeing to the terms at The Tune Peddler’s website. (As of July 2016, this includes a $5 a month subscription fee.) (http://thetunepeddler.com/)

Graphics Settings Widget by Mathew Wadstein: The graphics setting widget was adapted from Mathew Wadstein's Blueprint Only Video Settings Menu. (https://www.youtube.com/watch?v=U_nCvY1OsdE)

Gamepad-Friendly UMG by rama: The Gamepad-Friendly UMG plugin was put together bry RAMA. (https://forums.unrealengine.com/showthread.php?86981-Gamepad-Friendly-UMG-Control-Cursor-with-Gamepad-Analog-Stick!-Easily-Click-Buttons!)


How To Donate

If we achieve nonprofit status, we will provide written (emailed) donor acknowledgment letters to those who donate $250 or more to our organization as required by the IRS. Our apologies to donors outside of the United States. We will not be able to provide you with any tax benefits for donating to our organization.

This will include

The corporate name and EIN of our organization The name of the donor as it appears on PayPal The date and ammount of the contribution A statement that our organization is a valid 501c3 organization An affirmation that no goods or services were provided to the donor And information about how your donation was used

Thank you, Donate Through Paypal Here


License Information

The Menu System Was Adapted From Cardinal Fall: ©2016 Nonprofit Videogame Development Group, Inc. All rights reserved.
This Menu System is free to use under the MIT License. (https://mit-license.org) 3rd Party Assets used in this project are discussed in the credits section above.

The MIT License (MIT)

Copyright ©2016 Nonprofit Videogame Development Group, Inc.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.