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Pro Game Menu - Documentation

Connecting to the project

When adding a menu to a project, a notification will appear "Import Data Table". Just close it.

To connect the system, go to: //Project Settings/Maps & Mode/

Select the following settings:


Connecting your character

To connect a new character, it is enough to simply add an interface to the character BP_PlayerMenu_Interfase, copy settings FOV, Save, Load and add it to the widget for selection W_MainMenu/New Game/Character New Game.

New game level and menu

In order to specify your level that starts when you start a new game, you need to go to BP_GameInstanse and write the name of the desired level to a variable New Game Level. To a variable Main Menu Level the name of the level of the main menu of the game is recorded.

Adding new languages

Switching between levels

To switch between levels on the stage, you can set BP_TheTransition or you can use the function Switching to other levels which will transfer the character to another level using the loading screen and saving all the level data

Settings of this function:


Saving the game

To save, use the function Save Game to Slot which accepts parameters:


To save all the character data, you need to add them to the structure S_Character_Data as in the screenshot:

Then connect them to save them in the character interface Save as in the screenshot:

To save items in the world, you need to create a structure in which you specify everything that you want to save. For example, inventory items in the world are recorded in the structure S_Item_Data as in the screenshot:

After this structure is added as an array in S_LevelDataSave the general structure for all saved objects at the levels as in the screenshot:

Next, you need to copy the save function and add the parent of all items to it. Then connect it to save it in the function Get All Save Game Actors located in BP_GameInstance as in the screenshot:

All child objects of the saved parent will also be saved automatically after specifying these settings 1 time

Loading the game

To download, use the function Start Game which accepts parameters:


To load all the character data, they need to be placed back from the structure S_Character_Data in the interface Load as in the screenshot:

To load items in the world, you need to copy the download node and select new data to load in the function Load World Actors.
The uploaded data is taken from the structure S_LevelDataSave an example of loading inventory items in the world is shown in the screenshot:

Autosave

BP_PlayerController stores 2 variables to control auto-saving.


Number of save slots

To select the maximum number of save slots, go to BP_GameInstance and select the number of each type of slots in the variable Max Amount Slots shown in the screenshot:

Control change keys

In the widget W_Control you can add an action that needs to change the key. To do this, add the control change widget to the list W_KeyBindSlot and set the settings shown in the screenshot:


When you reset the control in the settings, all keys will be assigned by default or created if they are not in the project.

Settings Information Window

For each parameter in the settings, you can specify additional information. Accepted parameters:

Information Window: