Replies: 9 comments 31 replies
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Needed improvements =) : Q,E working for left, right |
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It would be nice to have a video tutorial or documentation showing how we can integrate and migrate it into our own projects. |
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2. maybe the implementation will be complicated and long. If we made a new
copy of the *.ini settings file every time a line was changed, we could
compare which line the change occurred in.
Then when loading the menu during the game, we would immediately open the
menu and give focus to that line
4 If it is possible to make a small transparent compact menu like in
Spiderman 2 https://youtu.be/cLQ_fd5JlI8?t=257 we could put a checkbox use
compact menu - the question is what kind of widgets does unreal common-UI
offer (or does it only allow a full-screen menu? Is it possible to make a
transparent Compact menu that only takes up the bottom left quarter of the
screen?
5 I would like to see smaller menu letters on my big 1080p TV to see more
lines on the screen - is that possible?
9 Yes, I would put Gamma right at the top under GRAPHICS then SCALABILITY
in the 2nd line
GRAPHIC MENU first GAMMA (the demo is so dark gray =)) then SCALABILITY.
BLOOM is also not an option I would like to play with in BENCHMARK - BLOOM
I leave the default =)
I would put colour blind mode under VIDEO at the very bottom (99% of people
have normal vision and don't need it)
VIDEO MENU first RESOLUTION SCALING, THEN DISPLAY (you set the resolution
only once, then forget about it) and finally Colour blind mode at the bottom
12,13,14 Somebody will then need to put a REQUEST or BUG report on UNREAL
to change COMMON-UI to add QWE and ASD for navigation 🤣
15 Considering that you are distributing a Demo for playing, you should*
disable the on-screen messages* when you package it (although I don't have
RTX graphics and I don't have 8GB VRAM, I am not entitled to see 2 messages
flashing at 30 Hz =)
it is especially stupid to see a message that I have too little VRAM (UE
over reacting with VRAM exhausted), even though only 5.5 GB of 6 GB taken
and 500MB of shared RAM are occupied like in Spiderman Remastered and all
games work normally for me - no stuttering .😁
Thanks! 😃
…On Wed, Nov 13, 2024 at 8:05 PM Adriwin ***@***.***> wrote:
1. real time save - Auto save checkbox -
Working on it
2. menu remember the last user focus OR last user change in sub menu =)
Idk how I will do this
3. remove dark colour on the right side of preview window (right side)
Done (last commit)
4. When user changes option right left > Menu should change to small *COMPACT
menu only 5 rows high* - this have LG, SAMSUNG TVs to preview almost
all screen for changes in sub menu - THAT IS SO COOL =) And when you clik
down next option - your option is still in the middle, just 5 rows changes.
THE SIMMILIAR IS GAMMA (OPEN SETTINGS IN NEW WINDOW) and only 1 ROW slider
and big preview screen =)
I still don't understand
5. we need menu scale option that menu would take smaller part of the
1080p screen (smaller fonts) or menu would have double of current rows ON
4K screen (almost every row could be seen on 4k screen)
I really don't see what would be the point of doing this since the text
scales with the window, so the text is always correctly displayed, and on
small screen it is already smaller than on big screens
6. Yes, You should put the Resolution Scaling/Anti-aliasing settings
before the vsync
7. Yes, I just wanted different orders sub menus at the top row,
because they are more used and that's why more important
Done (last commit)
8. just some menus are circular - If they would be all - that would be
better - everything standardized =)
Done (last commit)
9. Graphic - GAMMA for brightness is missing at the 1st row =) in
version 542
I still don't understand, you mean that it should be at the very top?
10. Graphic - Scalability is missing at the 2nd row =) - they are the
most important
There is something else that I'm working on that will be at the very top
of the graphics settings, you might like it in user friendly things
11. I was commenting some previous of version 542 and I see 544 menus
are better (more important menus are at the top)
Thanks
12. If you made Q,E working left, right for main menus
13. then make W,S working for up / down sub menus
14. then make A,D working left, right for sub menus change - the same
keys we navigete game we should navigate menus - that is logical - isn't
it? =) USER FRIENDY =)
I know but Unreal only allows for the keyboards arrows to works for
keyboard navigation without deeply changing how it handle input :) and same
for the button to validate, which is space
15. Disable screen messages to surpress - DLSS information: DLSS not
supported AND VIDEO memory exausted expect poor performance (both flashing
on my screen very fast)
This is to developer to package their game as a shipping project instead
of development build, here it is better to share as development build since
it allows you to see errors etc
16. I checked PS5 dualshock controler - left stick navigating throug
all sub menus up down and changing them left right // and L1 and R1
navigating upper 3 menus - that's why we need those keys buttons QWE ASD
for menu navigating and changing with only left hand =)
Like I said above, I can't
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5. Is the option to have scalability for font sizes like UE has under
EDITOR preferences / Application scale? or does common-UI have some
limitations to do it?
9 Bloom should be again at the bottom (rarely used) 😁
15 You should* really really default=**DisableAllScreenMessages *- It is a
working game! Devs can enable them if they want !
Whoever wants to know if there is not enough VRAM - can use OSD Msi
afterburner. It's standard for gamers and devs.
Besides I don't want to see DLSS missing - I know I don't have DLSS 😁
Thanks! 😃
…On Wed, Nov 13, 2024 at 11:14 PM Adriwin ***@***.***> wrote:
2. maybe the implementation will be complicated and long. If we made a
new copy of the *.ini settings file every time a line was changed, we could
compare which line the change occurred in. Then when loading the menu
during the game, we would immediately open the menu and give focus to that
line
The .ini files doesn't have anything related to the focus in the menu,
that's not what they are made for
4. If it is possible to make a small transparent compact menu like in
Spiderman 2 https://youtu.be/cLQ_fd5JlI8?t=257 we could put a checkbox
use compact menu - the question is what kind of widgets does unreal
common-UI offer (or does it only allow a full-screen menu? Is it possible
to make a transparent Compact menu that only takes up the bottom left
quarter of the screen?
I don't plan to do that, it is way too much work
5. I would like to see smaller menu letters on my big 1080p TV to see
more lines on the screen - is that possible?
Oh you meant scaling the text with the screen size instead of the screen
resolution! Idk how I do that
9. Yes, I would put Gamma right at the top under GRAPHICS then
SCALABILITY in the 2nd line GRAPHIC MENU first GAMMA (the demo is so dark
gray =)) then SCALABILITY.
Well I don't plan to move it in the graphics settings tab, but I'll where
to move it in the video settings
BLOOM is also not an option I would like to play with in BENCHMARK - BLOOM
I leave the default =)
What do you mean? I should remove the option to change the Bloom!?
I would put color blind mode under VIDEO at the very bottom (99% of people
have normal vision and don't need it) VIDEO MENU first RESOLUTION SCALING,
THEN DISPLAY (you set the resolution only once, then forget about it) and
finally Colour blind mode at the bottom
Almost like this in the last commit, the updated CitySample is coming soon
12,13,14 Somebody will then need to put a REQUEST or BUG report on UNREAL
to change COMMON-UI to add QWE and ASD for navigation 🤣
No it's just up to use to implement it, but it need heavy C++
15 Considering that you are distributing a Demo for playing, you should *disable
the on-screen messages* when you package it
I am making a demo to let you change a lot of settings and Cvars, so a dev
build is needed for that, and in a dev build there is the on screen
messages by default. And seriously, who don't wat to see why the
performances are bad by default? If you really don't want it, then just
execute the DisableAllScreenMessages command (you can since it is a dev
build) and it's gone.
(although I don't have RTX graphics and I don't have 8GB VRAM, I am not
entitled to see 2 messages flashing at 30 Hz =) it is especially stupid to
see a message that I have too little VRAM (UE over reacting with VRAM
exhausted), even though only 5.5 GB of 6 GB taken and 500MB of shared RAM
are occupied like in Spiderman Remastered and all games work normally for
me - no stuttering .😁 Thanks! 😃
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I really liked your project, but I have some issues. When I add my own map, the map loads, but my character and camera don't move. Also, I think the settings section should be simpler and more minimal. Perhaps having a more straightforward graphics settings menu would be great—it wouldn't make users struggle to understand what the options mean. Can you help with this? |
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Awesome work! |
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never used it before =) just using CTRL+mouse wheel to zoom =)
Nevertheless, pictures are doubled. Better to be just zoomed-in pictures
THEN people reading your instructions will MORE use BRAINS. It will be more
intuitive and easily. =)
*1st scalability settings - very used*
2nd *Visual effects* with many options - rarely used. You Set them up once
- and then you forget about them =)
I don't understand the *global quality placeholder RT Ultra ?? doing what?*
I am afraid to change slider settings if I don't know the default value -*
default value should be in the middle! (more intuitive) - *If user messes
up values THEN user can't change them back to where they were - *users are
lost in the menu =) It's painful. *
It is still painful if you have GLOBAL reset VALUES button, because it
messeas settings users have changed the way they liked - and THEN users are
losing time changing them back to user preference again =)
…On Tue, Nov 19, 2024 at 10:47 PM Adriwin ***@***.***> wrote:
just delete hires Pictures with small fonts which chrome doesn't want to
enlarge anyway it would be simplier if you just let zoomed-in pictures with
large fonts click to open enlarged picture doesn't work either and pictures
are just dubbleing with zoomed in pictures
https://github.com/Adriwin06/Ultimate-CommonUI-Menu-System/wiki/Integrate-to-your-own-project
delete: Setting up CommonUI in your project - picture at point 4 Setup your
Project Settings for these new files - picture at point 2, 6, 8 Adding
Inputs - picture at point 1
You can just right click -> open in image in new tab
btw did you put scalability settings to the top on place 1? in
CitySample-5.4_V2.*2*? and uploaded it? =)
https://adriwin78.itch.io/city-sample-ue5-menu/community
Why 2.*2*? I did not worked on this update yet. And is it still better to
have the scalability settings at the top when there is the new Global
Quality Preset? (Which is just a placeholder currently but will come)
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Btw how many hours did you use for the menu design?
Ok leave Global at 1st
Put 2nd scalability settings
3rd visual effects =}
V tor., 19. nov. 2024 23:51 je oseba Adriwin ***@***.***>
napisala:
… The Global Quality preset does nothing for now, it is placeholder and it
written that it is one. And I inspired myself from the Cyberpunk 2077 menu
layout for it
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can't package project city 5.5 - Do you have any idea ? =)
engine 5.5 city 5.5
error1 The windows SDK is not installed properly...Check the SDK section of
the Launch ON menu in the main toolbar to update SDK (I have installed only
12GB game controller picture)
THEN I get PackagingResults: Error: Unknown Error
I am looking this
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.5-release-notes
my additional install (core dotnet-sdk-3.1.426-win-x64)
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Windows
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Visual Studio 2022 v17.10 or newer (17.12.1 - game controller icon)
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Windows SDK 10.0.22621.0 or newer (10.0.26100.1742 - ALL options)
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LLVM clang
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Minimum: 18.1.3
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Preferred: 18.1.8
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.NET 4.6.2 Targeting Pack (4.8.1)
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.NET 8.0 (9.0 x64 x86)
…On Sun, Nov 24, 2024 at 11:01 PM Adriwin ***@***.***> wrote:
I'm sure the plugins stayed in the 5.4.4 project, now just open the
project in engine 5.5 and it might work.
no it's not as simple...
How many hours does it take to bake into an exe on a 6 core 12600k and SSD
and 32GB RAM?
I really don't know, and it depends *a lot* on the project
I imported the plugins in a project on 5.4.4, but then I can't open the
project in engine 5.5 because it wants VS 2022, which I can't install
"windows installer is not available" I installed VS code, which is in the
editor list, but 5.5 still doesn't want to open the project because it says
I need VS 2022 editor for C++ =)
You need VS 2022 to build a .sln solution
Engine 5.4.4 asked me if he should use Notepad++ as the editor and I
clicked YES - I don't plan on using C++ anyway =)
Well you won't be able to build C++ code
UE desn't like plugins anyway - FSR311, XESS13, FG cause a strong ghosting
effect. Only the built-in upscaler works well and does not cause ghosting
when driving a sports car. Maybe AMD and Intel should fix the libraries for
FSR11 and XESS ? Same is in Stalker 2 UE5.1
Normally it's good, except in Stalker 2
Even if you don't provide plugins, the demo would work on the DLSS enabler
/ Uniscaler upscalers - both translate everything to FSR. Just leave the
menus for DLSS and FG =)
No, I want to provide quality, so no workaround
5.5 has DENOISER - Maybe demo will now look excelent even on low lumen and
low shadows setting, whic produced a lot of noise =)
Yeah this is good, I will update the demo with 5.5 when the plugins will
be available
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This is the first version that I would consider "production ready"
This is probably the last release before having to use C++ for things like detecting if the user GPU support Ray Tracing, since this is not exposed in Blueprint. Oh and there is DLSS Ray Reconstruction now if you want ;)
A new and improved CitySample implementation will come soon...
This discussion was created from the release v1.0.
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