Main Menu won't disappear

Hello all!

I’m having a bit of a problem with a basic main menu that I created. When I try to load any of the maps, it encounters an error.

The main menu doesn’t disappear and is just stuck.

I have attached screenshots so that you may proofread my blueprints. Please let me know if there is anything I did wrong so that I may rectify this unfortunate situation. Thanks in advance!

I have copied the scripting from the unreal engine 4 manual to no avail. I even created a whole new project with a carbon copy of their script in the “UMG UI Designer Quick Start” and it still has the same problem.

The changes in world settings do not work, I am still able to move my character around.

The menu won’t disappear. I know that a lot of people have been having this problem, but it seems like there is no fix to it. Perhaps it’s not the coding that’s wrong, but the software itself?

Try to add this to your level Blueprint

Thanks for your answer!

However, after adding this to the level blueprint, I still encounter this error. The character moves with this menu open and clicking a button loads the level, but does not remove the menu.

What exactly is this supposed to accomplish? I noticed that it is an “end play” event. Did you mean “begin play”

Do it at another order, remove menu, open level.

Also there are might be an issue with that if you using, but not a case, i guess.

where are u creating a widget?

Im using custom HUD bp, where are i have custom events like that

http://puu.sh/jDRnz.jpg

thats how it got called on begin play main menu level

http://puu.sh/jDRq3.png

When an other level is loaded it gets all the widgetsof your class and remove it from viewport , make sure to “WidgetClass” to your main menu wg

Reordering it results in the same problem. I tried this before and it didn’t work :confused:

Any other suggestions?

First I created a widget with the widget blueprint under “User Interface.” That is the first blueprint displayed on my original post.

The second blueprint is the level blueprint. I wanted to retrieve the widget I created as soon as the game. I have looked at online tutorials to achieve this, and although I carbon copied it, their results are vastly different than mine.

Thanks for your input, it helps a lot!

By the way, yes I did make sure the correct widget was selected.

I see, well this didn’t solve my problem. I have refined my attempts to just incorporate a “Start” and “Quit.” I want my game to start off with a menu, then a cutscene, and finally transition into gameplay.

Is there another way around this? I really appreciate the input…it helps a ton.

Awesome, I’ll definitely try this. However, what kind of blueprints do these belong to? Which one is the level and which one is the widget.

Also the way I want my game to work is that it starts off with a main menu with “Start” and “Quit” After you press start, it shows a cutscene so that I can do a narrative voiceover. Finally after the cutscene, the player can start playing. How can I achieve this?

You are correct, but I made sure that it was in the level blueprint. I’m very confused.

My goal is to start with a menu. The player presses play. A cutscene of the level is shown. Gameplay begins.

Would you know of a way to make this happen for Unreal Engine 4.8.3?

Thanks for your input by the way, it really helps a lot.

and thats how levels changing

http://puu.sh/jDRyP.png

http://puu.sh/jDRDe.png

and enumerator is used to user friendly level switch

http://puu.sh/jDRRb.png

Did you put this script into the character/controller bp? If so it will be executed every time you open level. This part should be in level blueprint of your menu level.

levels can be changed from anywhere but core level changer function is in game instance.

Begin play → create main menu, play pressed → hide menu(remove from parent) → cutscene → open level.

Do you have a blank level for the main menu? Or you trying to start an actual gameplay level with the main menu widget? Pretty much all you’ve set should work for your purpose, if you have a separated menu level and you’re creating/adding the menu widget inside the level blueprint of this menu level. You don’t even need to remove widget on opening level, it will be removed anyway. You can try to break exec link of beginplay to see if the menu widget will still appears. If so, then this widget is also created in some other bp.

project setings

I see, thanks for your input. I have created a separate level to test this out. Is there a way to set a default level? I want to pick a certain level to always start in the game, in this case the new separate level selector level.

Awesome, thanks. Also in addition to your previous comment, I’m still working on it. I will give you an update when I have compiled everything. Right now I’m facing an issue where a static mesh actor I placed is not colliding with my character. It’s weird. I created a new level and placed the asset (It is from the starter content). When I start the game, it just falls through it.