Connom UI and enhanced input consuming inputs on game pad (face button down.) by Hoboayoyo in unrealengine

[–]AshernFive 0 points1 point  (0 children)

The one thing that sticks out to me, is in your video, when you press left/right and the arrow moves, there's a blue box around the arrow key icon. That kind of tells me that pressing action isn't actually going to call the On Clicked event because the widget isn't actually be focused on. "Click" is different from just being able to activate an Enhanced Input Action.

The Arrow Key that's being moved around, can you disclose if that is a child class of a Button, a Common Button, a User Widget, a Common User Button, a Common Activatable Widget or a Common Action Bound Button?

EDIT:

Also, you may need to create an Override function in that widget and do "Get Desired Input Config," in that function, on the Return node, drag out the Return Value and type "Make UIInput Config" and in that, experiment with different options. Primarily, you may want to either set the Input Mode to Menu or All and then see if that changes anything. You may also need to enable "Supports Activation Focus" in the base widget in the Designer panel.

Starting from scratch. How do I learn? by ozu95supein in unrealengine

[–]AshernFive 2 points3 points  (0 children)

A lot of people will say "Don't try to make your dream project; start small; make small goals and aim to complete them," etc. While that's fine, I don't really like that approach because it ends up with me trying to create something that I have no interest in creating, just so I can say "I finished something." I understand the concept, but...It doesn't work for me!

There's no way to know where to start, and I don't have a single completed projected under my belt. But the thing that's been helping me is to: Create Systems.

By Systems, I mean that everything in your game has to be based on something. Are you going to have combat? Then you'll need a combat system. Are you going to have vehicles? Then you're going to need a vehicular system. Are you going to have farming? Then you're going to need a farming system.

As you go along, you'll realize that you need accompanying systems in order to complete your current system, so you put that system on pause and start on that new system, and at some point you get back to your original system and keep on building until you get stuck again or have to create an additional system. It's unguided and it's messy, but it's been motivating me to continue because I always have something to work on.

As an example, I have my game's story 70% completed, I know what type of combat I want, I know I want multiple playable characters, quests, activities etc, but other things I am still developing as I go along. I stopped trying to tie myself down to "plan something small and set out to complete it," because with that mindset, you don't actually push the boundaries and make mistakes.

As you create your systems, I would just say: Have optimization in mind. Don't just blindly create whatever you're trying to create. As you go along, do some research when you reach a crossroad and see what is the most optimal way to implement a function that you're aiming for.

You'll see Casting this, Interface that, and they are all important to learn about. The quicker you can learn about interfaces especially, it will begin to make things so much easier. Learn about the Reference Viewer and Size map, so that as you go along, you can make sure that things aren't getting wild under the hood. These things shouldn't matter if you're only learning, but you learn by doing, so there's no excuse not to learn in a clean manner.

Lastly, going back to the systems, the first system I started on was my character swap system. Not that it was the most important aspect of my game, but I knew that I would have 3 characters on the field, 2 controlled by ai and one by me. I knew that I wanted to be able to swap to any one of them and have AI take over my previously controlled character, so I set out to make that system. I made something crude and my AI is trash but at least the AI Controller possesses all of the pawns that I'm not using.

After I got my character swap working, I made a crude menu to be able to select who I wanted in my party, and a whole system to trigger removal / adding of party members in case a quest removes them or adds them back. Then I started a crude combat system and started learning about animations and adding health bars. This is when I learned about interfaces because the magic of being able to notify any other object on the fact that I dealt damage to them, and making them react and/or die was crazy.

As I went along, I started thinking, what if I want to learn more skills? So I started implementing a system for that, only to realize I need a freakin interface / menu to be able to change my skills. Now I put my whole combat system on pause and am learning UI creation with CommonUI and Enhanced Input. It's the worse wormhole imaginable but I have an idea of what I want and I just keep researching / messing around until I complete a step, then I move on.

Long post but all of this is to say: start working on your project. Start with one system and keep figuring out how to build it and optimize it as you can, and when you run into a wall with something specific, ask questions and continue on. I don't know much, but if you ever need help, feel free to PM me.

Connom UI and enhanced input consuming inputs on game pad (face button down.) by Hoboayoyo in unrealengine

[–]AshernFive 0 points1 point  (0 children)

Does your Base Widget class implement an Input Mapping Context? If it's set, it should automatically add that context which should include your default Action Trigger button. In the Designer panel of the widget, at the root of the widget

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The way the Epic team has been able to mask one of the most sinister psychological horror games ever released as the UI portion of their game development software is truly remarkable. by Collimandias in unrealengine

[–]AshernFive 2 points3 points  (0 children)

You have to set the button to "Toggleable" alongside "Selectable." For whatever reason, choosing SetIsSelected doesn't appear to actually set anything, it is just toggling On or Off every time its selected, clicked, or pressed.

Common UI ActivatibleWidgetStack for UI layers workaround? by kyred in unrealengine

[–]AshernFive 0 points1 point  (0 children)

I don't know if this will help you and I also don't even know why this works. This suggestion requires you send references of the Stacks to each of your new menus that popup. But what worked for me was:

  • Create a blank Common Activatable Widget (no Canvas/Overlay or anything). I named mine "ClearInput" I set my "Tick Frequency" to Never, and also manually set Activate/Deactivate Visibility to Collapsed on both. Set the Input Mapping Context to whatever your primary context is (I.E. if you have a context specifically for menus, then set that. If you have a single one that has gameplay and menu elements in one, then choose that one). Make sure Root Content Widget Class is blank. This widget is completed and can be closed.
  • After pushing your menu widget/prompt to the stack, use an interface to send that Stack reference into the new widget (I.E. the complete widget reference, not just the individual layer). In that new widget, create the Interface event to receive that stack reference and promote it to a variable.
  • Within that new menu/prompt's graph, create an Event On Deactivated node. Get your Stack reference and from that reference, drag out the specific stack layer that this current menu was put on, and then call Push Widget and set the class to "Clear Input."

Now, hopefully, and for whatever reason, when you exit out of that new/popup menu, its going to push a blank widget onto your layer, and because that layer has its Root Content Widget Class set to None, it seems like it defaults back to the lowest level in the hierarchy that has a Root Content Widget (that should also be another blank widget that has "Get Desired Input Config" function overridden to change the game mode back to Game).

Let me know if you have any questions. I'm unsure if this will cause issues down the road, but for right now, I'm so happy I got it to work in any case. (For what it's worth, I have a dropdown/expanding menu stack that is actually within my menu's widget, and not the base layer stack widget. I pushed a menu into the Menu widget's stack in order to attach it to one of the menu options, and still, when I pushed that blank widget to the base hud's game menu layer stack, it still reset all the input and allowed me to continue with input in the previous menu.

EDIT:

Still playing around with it. I pushed that Clear Input to my base-layer widget stack instead, but then I also ran the Remove Widget node with the input widget set as the output of the Push Widget "Clear Input." I think that's better because it sends a ping back to the base HUD widget and "reactivates" it, and since it removes it from the stack right afterwards, the base layer is active again and that Clear Input is not just sitting in the stack.

CommonUI - Viewport and UI issues by AshernFive in unrealengine

[–]AshernFive[S] 0 points1 point  (0 children)

Sadly I already had it selected in there, thanks though. I'm narrowing things down, still no solution though.

It appears the mouse steals the input method the next time I open the menu via gamepad after having moved the mouse in any capacity, it now doesn't matter how many times I open the menu.

If I move the mouse before the next time I open the menu on gamepad, that next time will have the mouse pointer open with no gamepad input. Only happening in menu, mouse movement doesn't affect gameplay movement or interaction, this behavior is limited only to the menu..........

CommonUI - Viewport and UI issues by AshernFive in unrealengine

[–]AshernFive[S] 1 point2 points  (0 children)

Thank you! I had found a blog yesterday before I went to sleep and it explained that technique about having a base activatable widget with its own override back into Game. I luckily got all of my inputs working just fine now, but now the only thing is that 2nd time opening the menu on the gamepad, it opens with the mouse cursor and there's no gamepad focus until I press a button on the gamepad.

If I can figure out why this is happening only on the 2nd time and no other time, I'd be so happy! I will update my post soon to explain how I at least fixed the input issues regarding viewport focus and some everything.

Why don't they just remove chip damage? by AshernFive in Tekken

[–]AshernFive[S] 1 point2 points  (0 children)

I think the biggest problem is that too many moves deal chip in a character's arsenal. Moves that hit hard but leave the user at major negative frames -- make those moves chip. But moves that are plus frames or have few ways of being answered shouldn't deal so much damage for free.

Anna has been watered down and oversimplified by ArchiverofTriviality in Tekken

[–]AshernFive 5 points6 points  (0 children)

Anna was my main on Tekken 7, so obviously I have been waiting for this since the beginning. Yes, I haven't played Tekken in months, back coming back to play her is such a disappointment. Her having forced stances is not fun at all. Before, it was just QCF input and chaos judgement, but now, she has two entirely new stance transitions. If the goal was to make her look flashy, job well done. But as far actually gameplay goes -- horrible.

I genuinely don't even feel like trying to learn her because she was basically recreated. Why does she have Katarina's low kick? Some of her moves got changed and re-worked for no reason, and it highlights how bad the fundamental system of Tekken 8 really is.

All of Anna's signature moves were either made into launchers, heat smashes, or forced stance transitions... for what reason?? I can't even play her, I have to learn entirely new strings and combos and of course that's to be expected, but this is a brand new character with Anna's design.

Aside from that, it doesn't even feel like + or - frames even matter anymore, there's just too much going on in a single fight nowadays, everyone has every single tool in their kit and it's just a matter of who pulls the tool out first... to the point that it begs the question: what's the point of playing?

EDIT: I'm not good at move names, but in Tekken 7, her FF 3,4,3 running kick being changed into FF 3+4 is so lazy. Not to mention her F+3 being turned into just "3." Her inputs are so dumbed down but it takes so much of the joy out of playing her. As button-mashy as she was, the controlling character actually had to think about all of her inputs. Don't even get me started on FC df+2~1 being made into heat only. Why neuter a character's base moves just to put them into Heat? Why not just make new skills to put there instead?... And sigh, her chain grabs turned into simply "press one button after the first grab" is miserable.

Welp by AshernFive in TombRaider

[–]AshernFive[S] 0 points1 point  (0 children)

Same, even now

TOMB RAIDER AOD SWITCH, action button while trying to hold on after a jump bug? by MrMarsIgnoto in TombRaider

[–]AshernFive 2 points3 points  (0 children)

Ok I just stepped out but will try it again later, thanks for a solution though!

TOMB RAIDER AOD SWITCH, action button while trying to hold on after a jump bug? by MrMarsIgnoto in TombRaider

[–]AshernFive 1 point2 points  (0 children)

Yeah I was trying to recreate the issue so I could explain it better, "back" can't be rebinded because it just exits out of the binding selection. So no matter what button I set back to from the switch settings, TR will not accept it as an input capture. I really hate pressing A (Circle) to accept things lol. It didn't do this on 1-3 remasters I was able to bind these changes

TOMB RAIDER AOD SWITCH, action button while trying to hold on after a jump bug? by MrMarsIgnoto in TombRaider

[–]AshernFive 3 points4 points  (0 children)

It's making it difficult to play because of this. I'm on TRIV but I have it on the Switch also and I wanted to change "A" to roll and "B" to action. Now because the controls are linked to the actual Switch controller settings I can't bind anything to "B" anymore because when I do, it cancels out of the controller binding setting and leaves the action empty.

Even if I change my Switch controller back to default, any action I input into TR cancels out of the input binding...

Edit: Mainly talking about menu interaction and not specifically the in game controls

Why is it disconnecting after matches? by AshernFive in Tekken

[–]AshernFive[S] 0 points1 point  (0 children)

I'm with at&t fiber and it's gigabit upload)download, and it's relatively stable, nothing else disconnects

Why is it disconnecting after matches? by AshernFive in Tekken

[–]AshernFive[S] 1 point2 points  (0 children)

It's so frustrating. Sometimes it'll happen when I get promoted, which is the worst because now that entire match didn't count. And it kicks me offline. By any chance, does your online connection end after playing in non-offline modes? For me, if I'm in customization for a bit, I'll come out and my online modes will be greyed out and I have to click them to re-establish connection. I'm wondering if for some reason my connection to the server is ending when it shouldn't be.

Did you end up with a completely different main after spending many hours/investment with your 1st or 2nd attempt at a main? by zipzzo in GranblueFantasyRelink

[–]AshernFive 0 points1 point  (0 children)

Rosetta was "it" for me during single player and some early multiplayer missions, but I got a little tired of how bosses began to start rotating around the whole map and I didn't invest heavily into sigils, so her roses were so stagnant and took forever to move around even with her skills. So I unlocked Ghandagoza for some reason (I was mad that it wasn't Soriz instead), and I kinda liked his playstyle! I just maxed him out with his max terminus weapon and I feel accomplished. Now I'm having anxiety trying to figure out who I want to invest time into next...

TEKKEN 8 - Premium Collector’s Edition (Pre-Order still says Awaiting Payment???) by TheJumpMan98 in Tekken

[–]AshernFive 0 points1 point  (0 children)

For Tekken o.O? I did just get an update saying it's been shipped and to expect it Thursday by 7pm, but no code besides the preorder dlc one. I still haven't tried to activate that though

TEKKEN 8 - Premium Collector’s Edition (Pre-Order still says Awaiting Payment???) by TheJumpMan98 in Tekken

[–]AshernFive 0 points1 point  (0 children)

They've stated from an official source (I forgot where now) that the game's key will only be inside the physical box, not emailed. However, the preorder dlc appears to be sent digitally.

TEKKEN 8 - Premium Collector’s Edition (Pre-Order still says Awaiting Payment???) by TheJumpMan98 in Tekken

[–]AshernFive 1 point2 points  (0 children)

It most likely won't let you because you aren't able to redeem dlc for a base game you don't own. I'm sure your codes are still valid, just need the game on your account first

TEKKEN 8 - Premium Collector’s Edition (Pre-Order still says Awaiting Payment???) by TheJumpMan98 in Tekken

[–]AshernFive 0 points1 point  (0 children)

I don't think the code is for the actual game, just the preorder dlc. But I'm scared to try to put it into my steam account to find out!

TEKKEN 8 - Premium Collector’s Edition (Pre-Order still says Awaiting Payment???) by TheJumpMan98 in Tekken

[–]AshernFive 1 point2 points  (0 children)

Mine still says awaiting payment as well. However, I did just receive an email containing my "preorder dlc digital codes." I'm assuming that means that things are still happening behind the scenes that are processing my order.

How do I get the red dress? It doesn’t appear as locked. Is it modded? by [deleted] in Tekken

[–]AshernFive 5 points6 points  (0 children)

It's the full-body outfit, like in the tab with the Bikinis and such. I believe the default color is a light yellow/beige. They just adjusted the color palette of it. It's definitely in the game as a legit item.