Hi Chris. I think I've found the reason why the issue was happening. The character tab opens a secondary menu in parallel. I've disabled this menu and tried opening the character menu again and the weird selection issue isn't happening anymore. I may need to consolidate the two menus into a single one, but I still can't figure out if it's and Adventure Creator thing when two menus are opened at the same time (and have Pauses game ticked) or if there's a specific thing in Actionlist Turn On that trigegrs this issue. Could two menus with "Pauses game?" turned on at the same time cause this issue?
It may be necessary, yes. But, I'd recommend first seeing if adjusting the relative order between the Menus in the Menu Manager makes a difference, as this affects the order in which AC processes Menu logic.
I assume relative order is adjusted via the Menus where all the elements are present and you need to move them to the top or to the bottom - if so, that didn't seem to do anything. What's weirder is, I was able to fix the problem by consolidating the menus, but if I close the character menu and open the Map, and then close the Map menu, the selection occurs again. I've added a little wait time before the menus open and close but it still occurs. This may cause issues in a very specific portion of the game where I use Direct Control and open/close many menus. Do you have any suggestion on how to remedy this?
Adding a little extra context: I uncheked "pauses game?" from the map menu and that seems to fix the issue when you close it and get back to character menu, but this overcomplicates things quite a bit because now I have to take each individual menu and reconfigure them to work around this. The menu change takes place via Click Type - ActionList. Decided against Crossfade.
You could try use of the Menu: Select Action to force the selection to a specific element/slot, but it sounds like a bit of a snowball of remedies.
I've tried recreating this with having two Pause menus show at the same time but I still can't get it to occur. If you run the New Game Wizard in a fresh project, set up the Settings for your Controller setup, are you able to get e.g. the Pause and InGame Menus to both pause the game and cause the issue?
The plot thickens. If I go to the ActionList that for example closes the Map and opens Character Tab and uncheck "unfreeze pause menus" in inspector the selection issue no longer occurs. At this point I'm very confused, but at least I know how to fix this? Do you have any idea why this would fix it?
It depends very much on the specifics, but this option affects whether ActionLists place the game in Cutscene mode when the game would otherwise be in Pause mode.
It could be that the ActionList involved was preventing the game from being in Pause mode, which was the condition necessary for direct-navigation to kick in.
Well done for finding this, and apologies I didn't suggest it myself!
No worries. It's not your fault. I think the problem is the menus were made when I had very little experience with the game engine. I think I just need to redo some of the actionlists and hope for the best. Thank you for the help and sorry it dragged on for so long.
Comments
Thank you, Chris. I'll give it a try tomorrow. have a wonderful weekend.
Hi Chris. I think I've found the reason why the issue was happening. The character tab opens a secondary menu in parallel. I've disabled this menu and tried opening the character menu again and the weird selection issue isn't happening anymore. I may need to consolidate the two menus into a single one, but I still can't figure out if it's and Adventure Creator thing when two menus are opened at the same time (and have Pauses game ticked) or if there's a specific thing in Actionlist Turn On that trigegrs this issue. Could two menus with "Pauses game?" turned on at the same time cause this issue?
https://drive.google.com/file/d/1TL9z7mPakNpXJ6uM5QRtOI9uz2FAbDYp/view?usp=sharing <- 100% repro steps. The top menu is separate from the actual character Tab menu and this is what's causing the double selection. So, the best thing would be to consolidate the two into one, correct?
Good find!
It may be necessary, yes. But, I'd recommend first seeing if adjusting the relative order between the Menus in the Menu Manager makes a difference, as this affects the order in which AC processes Menu logic.
I assume relative order is adjusted via the Menus where all the elements are present and you need to move them to the top or to the bottom - if so, that didn't seem to do anything. What's weirder is, I was able to fix the problem by consolidating the menus, but if I close the character menu and open the Map, and then close the Map menu, the selection occurs again. I've added a little wait time before the menus open and close but it still occurs. This may cause issues in a very specific portion of the game where I use Direct Control and open/close many menus. Do you have any suggestion on how to remedy this?
Adding a little extra context: I uncheked "pauses game?" from the map menu and that seems to fix the issue when you close it and get back to character menu, but this overcomplicates things quite a bit because now I have to take each individual menu and reconfigure them to work around this. The menu change takes place via Click Type - ActionList. Decided against Crossfade.
You could try use of the Menu: Select Action to force the selection to a specific element/slot, but it sounds like a bit of a snowball of remedies.
I've tried recreating this with having two Pause menus show at the same time but I still can't get it to occur. If you run the New Game Wizard in a fresh project, set up the Settings for your Controller setup, are you able to get e.g. the Pause and InGame Menus to both pause the game and cause the issue?
The plot thickens. If I go to the ActionList that for example closes the Map and opens Character Tab and uncheck "unfreeze pause menus" in inspector the selection issue no longer occurs. At this point I'm very confused, but at least I know how to fix this? Do you have any idea why this would fix it?
It depends very much on the specifics, but this option affects whether ActionLists place the game in Cutscene mode when the game would otherwise be in Pause mode.
It could be that the ActionList involved was preventing the game from being in Pause mode, which was the condition necessary for direct-navigation to kick in.
Well done for finding this, and apologies I didn't suggest it myself!
No worries. It's not your fault. I think the problem is the menus were made when I had very little experience with the game engine. I think I just need to redo some of the actionlists and hope for the best. Thank you for the help and sorry it dragged on for so long.