Hey, thank you so much for this. I am going to give this a whirl. Regarding that unsolved bug. Is it only from character movement input that it does not reproduce? Or does any input (i.e. not related to movement or changing positions in the world) work around that issue?
Thank you very much for your feedback. As far as I know, moving the character before loading the save data is the sole way to avoid the issue (that does not remove widgets and resume the game automatically). Sorry but I don't really understand what you mean by "not related to movement or changing positions in the world", so I cannot try it so far. Does it mean that changing the position of player's character by the coding (blueprint) automatically before loading the save data, not by the mouse control? By the way, this problem is still happening after I've replaced PC and updated UE to 5.3.1.
What I meant to say before is below. Sorry, I wasn't being very clear/descriptive before. From what I understand, (at the most basic steps) your repro/no repro steps are basically: REPRO: 1. Load Save Game (first time is fine. Menu widget disappears). 2. DO NOT move your character after spawning in. 3. Open menu widget/s and Load Save Game. REPRO: Menu widget remains on-screen. EXPECTED: Menu widget disappears/dismisses. NO REPRO: 1. Load Save Game (first time is fine, like above). 2. DO move your character after spawning in. 3. Open menu widget/s and Load Save Game. NO REPRO / EXPECTED: Menu widget disappears/dismisses. I was curious to know if there are any other things that can be done at Step #2 that will REPRO as well as NO REPRO the issue. That is what I would try to investigate bugs with no noticeably apparent reason for the behavior. For example: Repro Step #2 - does it reproduce when you Load Save, open item inventory and use/click on an inventory item, then open menu, Load Game (without ever moving your character)? For your step #2 - Does it matter how long/far the character moves? Does it NO REPRO when just taking a tiny step or does it require you to move the character "across the screen" for example? You vids mention this tutorial game as having the mouse cursor being used to move/navigate the character. Which could mean it may not be related to the movement of the character. The fact that a mouse-click is occurring on-screen to move the character and the issue-widget, which does not get dismissed, requires a screen-click, could be an avenue (I'm just spit-balling ideas, here). If it is related to movement in any way, I would look at the 'Set Input Mode' nodes of 'Game Mode & UI Only', 'Game Mode Only', 'UI Only' etc. functions, as well as look at 'Reset Ignore Move Input' (that's helped me in the past) or 'Set Ignore Move Input' functions upon the respawn from Load Save Game from REPRO Step #2. Or if it's related to changing the character's position in the world, changing vectors/world position is another factor of NO REPRO Step #2. But that would be weird. I'd also look at what functions occur, what nodes are ran, only when moving your character in NO REPRO Step #2. Attempt to find what/which, if any, function that seems to result in the NO REPRO case. Then, if it is found, implement that, in the simplest way possible, when the engine Loads the saved game from having it called in Repro step #3. I am kinda leaning on the widget becoming nested somewhere and not hitting a Remove From Parent. I'm not sure if I'm helping. There are so many approaches to investigate bugs, but without me having it set up and looking at it local, I am just making some guesses as to where I would start. That being said, I just finished your Part 1 & 2 inventory and item tutorials/lessons and will finally be jumping to this next over the coming week. I'm looking forward to it. I reaaallly hope it saves the elements of the project I've been working on. I will, hopefully, be able to have a better understanding of the issue being encountered here. At least see if I reproduce it after I follow your amazing tutorials, that is, which the save/load will probably take me a bit. @@nobodyshero7206
Thank you very much for your detail explanations! Please let me answer your questions. ------------------------------ Repro Step #2 - does it reproduce when you Load Save, open item inventory and use/click on an inventory item, then open menu, Load Game (without ever moving your character)? ------------------------------ I've tried as follows. 1. Start the game, moving the character then load the save data 2. It works correctly with deleting widgets and the game is resumed automatically, because I've moved the character before loading. 3. Without moving the character, I opened the inventory and used (clicked on) one of it, then load the save data] 4. It reproduces the issue (i.e. it did not remove widgets) So, only clicking on the inventory seems to be not enough to overcome this issue. ------------------------------ For your step #2 - Does it matter how long/far the character moves? Does it NO REPRO when just taking a tiny step or does it require you to move the character "across the screen" for example? ------------------------------ It works by only one click (i.e. the character takes only a tiny step), so it does not require to move it so much. So as a result, clicking on the map (not on the inventory widget) does not reproduce the issue. Thank you very much for your advice anyway!
Hey there. I reproduced your Pause Widget not getting removed from screen bug. Actually, I did NOT hit your issue after I implemented your save system into my project. But my project is different in that my Input Mode is seldom set with 'Set Input Mode Game and UI'. After seeing my project did not repro the issue, I introduced the issue to see if I could figure it out and help (your tutorials have helped me, so at least I can give back something). Likely fix: Flush the Input in Set Input Mode At 1:12:52 of this video, you are in WBP_PauseMenu looking at node 'On Clicked (Btn_Resume)'. That event is plugged into 'Set Input Mode Game And UI' node. In that very node (Set Input Mode) is an option to 'Flush Input'. Set that to true and it should (hopefully) address your bug. After introducing the issue, that's what fixed it for me. (Or you could connect the 'OnClicked (Btn_Resume)' node, first to 'Set Input Mode Game Only' and connect that to your 'Set Input Mode And UI' node, but flushing the input seems like it'd be simpler. Anyway, I really hope that helps fix that bug. Let me know how it goes. Thanks again for your amazing tutorials. I have been learning a lot with how you been stepping through everything. Implementing it into my project has taken a really long time, but it's on the way now. Can't wait to get to your next tutorial on saving object states. Still got some work to do with this one and hooking it into my project. But your tutorial is making it as smooth as it could be. @@nobodyshero7206
Thank you very much for your advice. I could fix the problem by setting TRUE to Flush Input option of Set Input Mode Game And UI as you suggested. I've also written this solution in the description of this video. Thanks again for your advice. It is really appreciated.
Great Pacing, Great Jazz, Amazing Video
Thanks for the great video! You're awesome!
Thanks for the tutorial!
Hey, thank you so much for this. I am going to give this a whirl.
Regarding that unsolved bug. Is it only from character movement input that it does not reproduce? Or does any input (i.e. not related to movement or changing positions in the world) work around that issue?
Thank you very much for your feedback. As far as I know, moving the character before loading the save data is the sole way to avoid the issue (that does not remove widgets and resume the game automatically).
Sorry but I don't really understand what you mean by "not related to movement or changing positions in the world", so I cannot try it so far. Does it mean that changing the position of player's character by the coding (blueprint) automatically before loading the save data, not by the mouse control?
By the way, this problem is still happening after I've replaced PC and updated UE to 5.3.1.
What I meant to say before is below. Sorry, I wasn't being very clear/descriptive before.
From what I understand, (at the most basic steps) your repro/no repro steps are basically:
REPRO:
1. Load Save Game (first time is fine. Menu widget disappears).
2. DO NOT move your character after spawning in.
3. Open menu widget/s and Load Save Game.
REPRO: Menu widget remains on-screen.
EXPECTED: Menu widget disappears/dismisses.
NO REPRO:
1. Load Save Game (first time is fine, like above).
2. DO move your character after spawning in.
3. Open menu widget/s and Load Save Game.
NO REPRO / EXPECTED: Menu widget disappears/dismisses.
I was curious to know if there are any other things that can be done at Step #2 that will REPRO as well as NO REPRO the issue. That is what I would try to investigate bugs with no noticeably apparent reason for the behavior.
For example:
Repro Step #2 - does it reproduce when you Load Save, open item inventory and use/click on an inventory item, then open menu, Load Game (without ever moving your character)?
For your step #2 - Does it matter how long/far the character moves? Does it NO REPRO when just taking a tiny step or does it require you to move the character "across the screen" for example?
You vids mention this tutorial game as having the mouse cursor being used to move/navigate the character.
Which could mean it may not be related to the movement of the character. The fact that a mouse-click is occurring on-screen to move the character and the issue-widget, which does not get dismissed, requires a screen-click, could be an avenue (I'm just spit-balling ideas, here).
If it is related to movement in any way, I would look at the 'Set Input Mode' nodes of 'Game Mode & UI Only', 'Game Mode Only', 'UI Only' etc. functions, as well as look at 'Reset Ignore Move Input' (that's helped me in the past) or 'Set Ignore Move Input' functions upon the respawn from Load Save Game from REPRO Step #2.
Or if it's related to changing the character's position in the world, changing vectors/world position is another factor of NO REPRO Step #2. But that would be weird.
I'd also look at what functions occur, what nodes are ran, only when moving your character in NO REPRO Step #2. Attempt to find what/which, if any, function that seems to result in the NO REPRO case. Then, if it is found, implement that, in the simplest way possible, when the engine Loads the saved game from having it called in Repro step #3.
I am kinda leaning on the widget becoming nested somewhere and not hitting a Remove From Parent.
I'm not sure if I'm helping. There are so many approaches to investigate bugs, but without me having it set up and looking at it local, I am just making some guesses as to where I would start.
That being said, I just finished your Part 1 & 2 inventory and item tutorials/lessons and will finally be jumping to this next over the coming week. I'm looking forward to it. I reaaallly hope it saves the elements of the project I've been working on.
I will, hopefully, be able to have a better understanding of the issue being encountered here. At least see if I reproduce it after I follow your amazing tutorials, that is, which the save/load will probably take me a bit.
@@nobodyshero7206
Thank you very much for your detail explanations!
Please let me answer your questions.
------------------------------
Repro Step #2 - does it reproduce when you Load Save, open item inventory and use/click on an inventory item, then open menu, Load Game (without ever moving your character)?
------------------------------
I've tried as follows.
1. Start the game, moving the character then load the save data
2. It works correctly with deleting widgets and the game is resumed automatically, because I've moved the character before loading.
3. Without moving the character, I opened the inventory and used (clicked on) one of it, then load the save data]
4. It reproduces the issue (i.e. it did not remove widgets)
So, only clicking on the inventory seems to be not enough to overcome this issue.
------------------------------
For your step #2 - Does it matter how long/far the character moves? Does it NO REPRO when just taking a tiny step or does it require you to move the character "across the screen" for example?
------------------------------
It works by only one click (i.e. the character takes only a tiny step), so it does not require to move it so much.
So as a result, clicking on the map (not on the inventory widget) does not reproduce the issue.
Thank you very much for your advice anyway!
Hey there. I reproduced your Pause Widget not getting removed from screen bug.
Actually, I did NOT hit your issue after I implemented your save system into my project. But my project is different in that my Input Mode is seldom set with 'Set Input Mode Game and UI'.
After seeing my project did not repro the issue, I introduced the issue to see if I could figure it out and help (your tutorials have helped me, so at least I can give back something).
Likely fix: Flush the Input in Set Input Mode
At 1:12:52 of this video, you are in WBP_PauseMenu looking at node 'On Clicked (Btn_Resume)'. That event is plugged into 'Set Input Mode Game And UI' node. In that very node (Set Input Mode) is an option to 'Flush Input'. Set that to true and it should (hopefully) address your bug. After introducing the issue, that's what fixed it for me.
(Or you could connect the 'OnClicked (Btn_Resume)' node, first to 'Set Input Mode Game Only' and connect that to your 'Set Input Mode And UI' node, but flushing the input seems like it'd be simpler.
Anyway, I really hope that helps fix that bug. Let me know how it goes.
Thanks again for your amazing tutorials. I have been learning a lot with how you been stepping through everything. Implementing it into my project has taken a really long time, but it's on the way now. Can't wait to get to your next tutorial on saving object states. Still got some work to do with this one and hooking it into my project. But your tutorial is making it as smooth as it could be.
@@nobodyshero7206
Thank you very much for your advice.
I could fix the problem by setting TRUE to Flush Input option of Set Input Mode Game And UI as you suggested.
I've also written this solution in the description of this video.
Thanks again for your advice. It is really appreciated.