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MrButier
United States
Приєднався 10 гру 2019
MrButier (Mr. Boo-Tear) Indie Dev since 2021 - UE5 since 2022
My journey with Unreal Engine began in 2022, following a year-long experience with CliCli, a UGC platform and years of warcraft 3 world editor experience. After many years of creating small things within other games, I decided to purse creating my own games and started with Unreal Engine and now also Godot.
Through these videos, I not only share my learning journey but also hone my skills in articulating game development concepts. It's a fantastic way to identify areas for improvement and to help others navigate the exciting world of UE5. I'm happy to connect with all of you, share insights, and support anyone interested on learning Unreal Engine 5. Come join the discord!!
My journey with Unreal Engine began in 2022, following a year-long experience with CliCli, a UGC platform and years of warcraft 3 world editor experience. After many years of creating small things within other games, I decided to purse creating my own games and started with Unreal Engine and now also Godot.
Through these videos, I not only share my learning journey but also hone my skills in articulating game development concepts. It's a fantastic way to identify areas for improvement and to help others navigate the exciting world of UE5. I'm happy to connect with all of you, share insights, and support anyone interested on learning Unreal Engine 5. Come join the discord!!
UE5 - Change Mouse Cursor (Software Cursor)
Quick video on how to change mouse cursors to a custom widget, this allows more flexibility however does cost more performance compared to Hardware Cursors.
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Recorded on UE5.4
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Join my Discord: discord.gg/xdvsmCPbf7
Recorded on UE5.4
Переглядів: 87
Відео
UE5 - Common Ui: Input Action Data Setup
Переглядів 25214 днів тому
Join this channel to get access to perks and videos early: ua-cam.com/channels/WRtRH-mvtaY2U-nY2qQKaQ.htmljoin Join my Discord: discord.gg/xdvsmCPbf7 Recorded on UE5.4
UE5 - Common Ui: Enhanced Input Action Setup (Long Version)
Переглядів 17214 днів тому
Due to popular demand I remade my other video into a longer version and showcase the creation of the widgets, enjoy! For the short version, watch here:ua-cam.com/video/17nARa4jruc/v-deo.html Join this channel to get access to perks: ua-cam.com/channels/WRtRH-mvtaY2U-nY2qQKaQ.htmljoin Join my Discord: discord.gg/xdvsmCPbf7 Recorded on UE5.4
UE5 - Common Ui: Enhanced Input Action Setup (Short Version)
Переглядів 83621 день тому
To view the long version when i showcase how to make the entire UI go here: ua-cam.com/video/y0pbeMd8DxQ/v-deo.html Come watch a guide on how to set up Enhanced Input Actions in Common Ui and how to utilize the feature within a variety of different widgets. For any feedback, ideas or improvements, come join my discord and let me know! Join my Discord: discord.gg/xdvsmCPbf7 Sign up for my UA-cam...
UE5 - Widget Basics (Part 3): Modular Widgets
Переглядів 12828 днів тому
Join my Discord: discord.gg/xdvsmCPbf7 Join my Patreon: www.patreon.com/mrbutier Explore the basics of understanding the basics of what a modular widget is and how to utilize it within unreal engine 5.
UE5 - Widget Basics (Part 2): Z Order
Переглядів 142Місяць тому
Join my Discord: discord.gg/xdvsmCPbf7 Join my Patreon: www.patreon.com/mrbutier
UE5 - Widget Basics (Part 1): Hierarchy Tree
Переглядів 233Місяць тому
Join my Discord: discord.gg/xdvsmCPbf7 Join my Patreon: www.patreon.com/mrbutier
UE5 - UI Tutorial: Creating a Search Bar
Переглядів 353Місяць тому
Common UI tutorial on how to search through data tables and filter to find specific names or pieces of information to help improve your UI or search functions. Join my Patreon and Discord: www.patreon.com/mrbutier discord.gg/xdvsmCPbf7 Buy me a Coffee: buymeacoffee.com/mrbutier Chapters: Next yet Completed
UE5 - Common UI: List View & Tile View Widgets
Переглядів 9212 місяці тому
Join my Discord: discord.gg/xdvsmCPbf7 Join My Patreon: www.patreon.com/mrbutier Buy me a Coffee: buymeacoffee.com/mrbutier Chapters: 0:00 Introduction 1:31 ListView/TileView Demonstration 4:27 Creating the Widgets 6:38 Entry Widget 15:04 Object for Views 17:26 Data Table 18:57 Object Events 21:57 ListView Events 25:49 Entry Widget Events 33:29 Remove Item from Lists 38:27 Buttons within Entry ...
UE5 - Common UI: Lazy Image and Lazy Widget
Переглядів 4122 місяці тому
Buy me a Coffee: buymeacoffee.com/mrbutier Join my Patreon: www.patreon.com/mrbutier Join my Discord: discord.gg/xdvsmCPbf7
UE5 - Player Stats Component Guide (Part 8): Revamp All Functions
Переглядів 2343 місяці тому
UE5 - Player Stats Component Guide (Part 8): Revamp All Functions
UE5 - Common UI: Keyboard Controls Setup
Переглядів 6593 місяці тому
UE5 - Common UI: Keyboard Controls Setup
UE5 - Carousel Widget: Everything You Need to Know!
Переглядів 7543 місяці тому
UE5 - Carousel Widget: Everything You Need to Know!
UE5 - Player Stats Component Guide (Part 7): Tips and Tricks to Organizing
Переглядів 1844 місяці тому
UE5 - Player Stats Component Guide (Part 7): Tips and Tricks to Organizing
UE5 - Player Stats Component Guide (Part 6): Extra Attributes per Level
Переглядів 3084 місяці тому
UE5 - Player Stats Component Guide (Part 6): Extra Attributes per Level
UE5 - Common Ui: Understanding Common Ui Tab List
Переглядів 1,6 тис.4 місяці тому
UE5 - Common Ui: Understanding Common Ui Tab List
UE5 - Common UI Guide: Fix Disappearing Main Menu
Переглядів 6764 місяці тому
UE5 - Common UI Guide: Fix Disappearing Main Menu
UE5 - Player Stats Component Guide (Part 5): Base, Bonus, Total Stat Calculations
Переглядів 3164 місяці тому
UE5 - Player Stats Component Guide (Part 5): Base, Bonus, Total Stat Calculations
UE5 - Common UI Guide: A Complete Guide to Inputs & Widgets
Переглядів 14 тис.5 місяців тому
UE5 - Common UI Guide: A Complete Guide to Inputs & Widgets
UE5 - Understanding the Basics of Data Assets
Переглядів 1,2 тис.5 місяців тому
UE5 - Understanding the Basics of Data Assets
UE5 - Player Stats Component Guide (Part 4): Characters and Clean up
Переглядів 5585 місяців тому
UE5 - Player Stats Component Guide (Part 4): Characters and Clean up
UE5 - Understanding the Basics of Blueprint Interfaces
Переглядів 8145 місяців тому
UE5 - Understanding the Basics of Blueprint Interfaces
UE5 - Create an Unreal Engine Settings Menu (Part 2 of 2): Keybinding, Audio, Graphics menu
Переглядів 1,2 тис.5 місяців тому
UE5 - Create an Unreal Engine Settings Menu (Part 2 of 2): Keybinding, Audio, Graphics menu
UE5 - Casual Discussion about Collision
Переглядів 2245 місяців тому
UE5 - Casual Discussion about Collision
UE5 - Player Stats Component Guide (Part 3): Create a Stats UI
Переглядів 5425 місяців тому
UE5 - Player Stats Component Guide (Part 3): Create a Stats UI
UE5 - Beginner Tutorial: A Guide to Understanding Blueprint Nodes
Переглядів 4926 місяців тому
UE5 - Beginner Tutorial: A Guide to Understanding Blueprint Nodes
UE5 - Player Stats Component Guide (Part 2): Primary and Secondary Stats
Переглядів 7926 місяців тому
UE5 - Player Stats Component Guide (Part 2): Primary and Secondary Stats
UE5 - Platformer Series (Part 8): Save and Load Collectables
Переглядів 4486 місяців тому
UE5 - Platformer Series (Part 8): Save and Load Collectables
UE5 - Create an Unreal Engine Settings Menu (Part 1 of 2): Set up UI Widgets
Переглядів 1 тис.6 місяців тому
UE5 - Create an Unreal Engine Settings Menu (Part 1 of 2): Set up UI Widgets
UE5 - Player Stats Component Guide (Part 1): Building the Core Functions
Переглядів 2,3 тис.6 місяців тому
UE5 - Player Stats Component Guide (Part 1): Building the Core Functions
I just really hope Epic will make this easier at some point, finally had a fully working prototype after years and now im struggling with making the UI..its just a nightmare. mouse clicks/unwanted movement of it messes up focus all the time (only KB/GamePad should be used) because UI only uses 20 percent of the screen (just like the og FF7 Combat UI for example). Didnt notice that before as i was only putting something on the screen so i can test things out, but this gets me so frustrated for the last 3 weeks i just want to trash the whole thing. But thank you for the video, it gave me a bit more insight in CommonUI and the whole complexity of it so i subbed, lots of videos to watch :)
Haha you're welcome! I'm glad its providing some clarity on the plugin, it's definitely far more complex than it should be. Setting up Common Ui is a huge battle constantly but once everything is set up it becomes really useful and easy to create Ui's. We just need Epic to step it up on cleaning it up more.
Hello There, If i were to add some hover animation to the buttons, where should I add them and how? should it be in the WBP_ButtonBase? but I don't see how could I tie the hover event since the overlays don't have said option as buttons do. Thanks!
Hey! You would do exactly as you said! Under the ButtonBase, create an animation for that widget, then under ButtonBase use the built in event "On Hovered" -> then play the animation.. This way whenever this button is added to other widgets, the hover event will always trigger the animation.
Best guide on CommonUI out there! thank you very much! BTW, for anyone who show a widget and loose hes input when deactivating, just untick the EnableDefaultInputConfig in CommonInputSettings. CommonUI doesn't config out of the box all the game keys like move and everything and doesn't know how to handle inputs. This can be fixed in C++ but untick the checkbox solves that too.
The best tutorial on setting up a simple menu on youtube! And your tips on the button blueprints are great! Also how you showed solving the root-widget not opening the setting menu. I have seen quite a lot of tutorials on menus and honestly this is just great! I will keep watch on your videos! Thank you
Really appreciate the support 💪 glad you love the videos, feel free to comment if you ever have questions or come join the discord. Good luck on your dev log too!
Thank you very much
Hi, do you know why when creating a "Common UI Data Table" and connecting it to the "Widget Blueprint", after restarting the engine, I get a window with the error "LoadErrors: Warning: CreateExport: Failed to load Outer for resource ‘AssetImportData’: commonenericinputactiondatatable /Game/Input/CommonUI/InputActionDataTable.InputActionDataTable"
And by the way, the same error appears in my friend's completely empty project
Which version of UE are you using? I took some time to try and play around to replicate this but I haven't been able to. Have you set the all the project settings shown in the beginning of the video? Specifically the viewport and inputdata?
I have mixed initial feelings about this plugin, the end result seems great but the setup is unnecessarily complex and all over the place
It's a fair assumption, the setup for Enhanced Input Actions is such a huge upgrade from their previous setup with data tables to be honest but it definitely has ways to go to make it easier because right now there is too many things that you could slightly mess up on and it ruins everything. The main thing i like about this is that once it is setup you don't really have to worry much about it as everything else just starts to click into place easily.
Hi! I used UE 5.4 and Common UI, but after restarting, I get a bunch of errors and the Parent is missing for every widget CreateExport: Failed to load Outer for resource 'OverlaySlot_0': Overlay /Game/UI/Widgets/WBP_ButtonBase.WBP_ButtonBase_C:WidgetTree.Overlay_21 Do you have any suggestion? Reloading them in the correct order seems to fix it until I restart the editor. I think the editor might load the widgets first then the plugin, but I'm not sure what should I do Edit: creating the widget in a BP class which parent class is a custom C++ class caused this error.
Oh interesting! The custom c++ class was causing your Common Ui to provide errors? Or was it simply the c++ wasn't compiling and causing the blueprint deriving from it to break?
Awesome tutorial as always. Thank you.
Glad you liked it! Always happy to help
awsome tutorial but for some reason i cannot anything else accpet Enter Key for some reason
I would make sure that you don't have overlapping IMC buttons, if the IMC_Default has buttons overlapping with the UI IMC then it would cause the buttons to not work, if they are overlapping you can set the UI priority higher than the IMC_Default to get it to work or remove the IMC_Default when using Ui and readd it after :)
@@MrButiier I have seperate mappings for both ui and player controls, and even thr action assets are seperate
you rule man! top-notch content, thanks
Thanks man 💪 more to come that focuses specifically on the common action widget.
@@MrButiier what I found is that if you have Lyra like stack UI_Layout (Common Activatable Widget) |___HUD_Stack (Common Activatable Widget) |___Game_Stack (Common Activatable Widget) |___Menu_Stack (Common Activatable Widget) |___Modal_Stack (Common Activatable Widget) and then on BeginPlay you create UI_Layout, add it to the ViewPort and push MainMenu Widget to the Menu_Stack, then the Enhanced Input Actions won't pick up but if you create MainMenu Widget and add it to the ViewPort on BeginPlay it works as intended
It's an honor to be a member and to enjoy your good content and thank you for mentioning me 😊😊
I recorded 3 videos at this point of time so you’ll see yourself mentioned 3 times 💪 afterwards I will have a page in my video to showcase my supporters but in the meantime you can enjoy the special treatment :)
Hey All! I made quite the blunder at 53:32 stating that it was an issue with Enhanced Input Action, this is actually not the case and just a mistake on my part :). You can fix this by going into the Button Style Base and changed the "Selected Normal" to have the same tint as the Hovered Tint, this will then fix the issue.
My god.. If you're going to write a tutorial, freaking start from scratch. People can't follow what you're doing if you already made your own... Saying what you did is not the same as doing it for people to be able to follow. E.g. How did you organized the widgets (settings, alignment, padding, etc)? Geez. Why do tutorials if you can't show how you're getting things set up?! Unbelievable.
Appreciate the feedback :) I try numerous types of styles to see what people find useful so I appreciate it 💪
@@MrButiier creating everything from scratch each time wont scale much. What I think you could consider is pushing the final version to GitHub. This way you can continue focusing on the main aspects and details and have a full reference for those who needs the entire set. Thanks for the great content One think I'm interested in tho is how do you listen on the "Clicked" events? Do you use the Input Action itself in the Blueprint or simply attached to the Button OnClicked event?
@@maxsaylor9333 It definitely something I have considered and may try in future videos to see how well that turns out! For the click events, you can use the Button OnClicked event, those event will work as they normally would.
@@MrButiier thanks for the response, that what I was scared about. I have a listener attached to the Button that holds the Input Action and it's not reacting. It reacts when I explicitly hit the Button with a mouse click but fully ignores the assigned Input Action. Probably missed something, will continue digging But thanks again for the great content, nowadays it's hard to find something in depth, especially in the painful UI topic. I wish UI is simpler and just works, but unfortunately, there is always some dancing around involved
@@maxsaylor9333 Hm is the meta data set to “is generic action” or are there any other IMC’s with the same button? If there are overlapping buttons in multiple IMCs that can prevent it from being called. And of course, happy to help man, I know Ui is quite painful and there’s not nearly enough tutorials out there helping people with it. I agree that I wish UE5 made it easier but with more functionality causes more complexity.
Great job bro! Thanks for the tutorial
BRO !! I just messaged u yesterday on discord about input actions and then u drop this:) your awesome man thanks
Haha right on time!
For everyone running into issues with Icons/Text not appearing on your buttons, feel free to join the discord so we can help debug! The input actions, Input Mapping Context and Metadata all have to be specifically set up as described in the video but it is easy to miss things. Happy to help when I can in the comment section but sometimes screenshots help best or voicechat :) I am also working on another video to provide examples of utilizing enhanced input actions within real game settings.
you should always start with a new project so everybody can follow like in the middle of the video i am completely lost i dont have the UI my buttons for example are showing but only in designTIme mode if i start my programm they wont show
Ah! Thank you for the feedback :) the main important thing here for icons showing is that the meta data and input actions are showing and that active IMC has the same buttons set. If button icons/texts are not showing then it means your IMC is not set properly. It's very easy to mess up.
Still experimental? 🤔 but It works great
It does work but there's still a lot they can do to make it easier and some bugs that make the editor a bit awkward in widget blueprints.
Good job 👍
Thank you 🙏
Hey! I was looking for a tutorial like this for days now... Sadly it does not work for me. I did everything the way you did it. But nothing comes up. None of the actions actually trigger. FaceButtonBottom will trigger a Button, even though in my IMC it is set to FaceButtonLeft (for testing). The CommonUI documentation says, that UE5.2 is experimental with Enhanced Input Actions. Which version did you use? Thanks in advance, have a nice day!
Hi Lucky! Sorry that I did not specify which version I was using, I always use the latest version for my updates so I am using 5.4 in this video. If you're utilizing 5.2, it should be roughly the same set up based on the documentation but for your input action blueprints you need to set "Consume Input" on however since its experimental it may be prone to more bugs on an older version. dev.epicgames.com/documentation/en-us/unreal-engine/using-commonui-with-enhnaced-input-in-unreal-engine?application_version=5.2
@@MrButiier Hey! I kind of got it to work. It was an Issue with both my Player Controller and the "Set Input Mode to Game and UI" node, which seems to be broken with Common UI. However, I am still only able, to get Generic Acccept and Back to work. I have other Input Bindings, but they are not getting called. Also... I don't know, if this is just 5.2, but... Most UI for Gamepad have Accept on the face bottom button. Since the UI for our game will be complex, this will sometimes not be the case. In the generic input mapping context, I put accept to the face left button. But the face down button did ALSO trigger the button. After reading into the code A LOT!!! I was able to find the HandleKeyDownEvent method in the FCommonAnalogCursor. Overriding that method (C++ only) I was able to break that (hardcoded...) behavior... Does this still happen in 5.4? If you map generic accept to any button on a gamepad, will the face button down STILL trigger a button as well?
@@Luckyluk1996 hm if you're focusing a button with a gamepad then yes the accept button should also trigger the button and is intended to work that way, however if you're not focusing the button but both trigger the button then I'd say thats odd behavior and not something that occurs in 5.4 I'm downloading 5.2 right now and I'll try to see if I can get it to work however I have low hopes as CommonUi even in 5.3 had many issues.
@@Luckyluk1996 I downloaded 5.2 and didn't run into any issues as far button clicking goes, it looks to be visually built about the same as 5.4. To prevent a button from being hovered or able to manually click, make sure the button is not focusable. this should allow you to only activate based on the input action.
Very well explained - I'll be checking out your other videos for sure. Thank you.
Appreciate the support 🤩 feel free to comment if you have questions or want a specific video made.
Make thumbnail like in bright colour (platform game)
Haha thanks man :), I'm changing my thumbnails overtime to see what works best so I'll take note this, appreciate it.
Bro change your thumbnails you can get so many views by it
my button icons are not showing i rewatched everthing but it doesnt work i created a new project and started from scratch but it will not work idk why changed viewport, controller data, enabled commonui plugin created inputdata i tried it with enhanced input and datatable but it still wont work
Hm I couldn’t find any issues on my side trying to recreate it but if you could provide screenshots on the discord (I believe you joined the discord) I can see if I can help.
Amazing and informative video! Thank you for the effort. Is this something you have deduced yourself or did you get this info through the documentation or on any blog article, by chance? Would you care to share for learning?
I watched a video that gave me and overview of how things work and did my own manual research so huge credits to this video: ua-cam.com/video/76SWLfeyO0o/v-deo.html I spent a long time checking each node available for the List View widgets and testing out what each one does to decide what to include into the video and cover it. The unreal engine common ui documentation was not very useful but I did open it a few times hoping it'd help lol
can the stats be used for objects like tiles and objects other than player or ai?
It could however it may be better to implement something a bit more simple for things like tiles/objects unless you're looking to do calculations based on armor etc. Stationary or environment objects typically would just need a health value.
Thanks :)
Great video! Learning widgets has been a real struggle for me. Trying to get multiple systems widgets to not mess with one another has been a real headache and your videos have been very helpful. Thank you so much and keep them coming!
Great, thanks!
11:04 How did you get the keys' textures?
Hey! It's in the description of the video called "Xelu's FREE Controller Prompts"
@@MrButiier Thanks
why you dont use "Get Supported Fullscreen Resolutions" for filling up the resolution dropdown?
It would depend on how much control you would want within your game's resolution, due to the way UI shrinks and enlarges based on resolution. This just allows you full control over specifying resolutions you will allow in the game. You could still use "Get Supported Fullscreen Resolutions" then simply filter to make sure the X/Y of the resolution is not larger or smaller than what you would want to support in your game, this option does provide a variety of different resolutions for the player however as a dev, you would want to make sure you test as many variety resolutions as you can when doing it this way to make sure the Ui in the game does not get messed up. This way would still be perfectly acceptable and does provide the user more options! It just requires a bit more thorough debugging.
@@MrButiier nice explanation thank you sir
Another great video, but a couple of notes on the audio section I just watched. You want BindOnValueChanged event called at the beginning of EventConstruct because there's never a case where you do not want to bind them. It's easier to just do it before anything else happens so you don't need to call it twice later. Never drag off of a setter node. It's bad practice for exactly the reason you saw at 27:10. There's also a whole host of other issues that can SwitchToAudio is unnecessary, that's literally EventConstruct. This is another reason you should use scripts and editing instead of winging it. Your sliders should just do 0 to 1 like the default slider values because multiplying by 100 accomplishes nothing and requires more nodes later.
Thanks for the input and sharing for everyone else in the future 👏 I like to set the sliders 0-100 so that in the future i can display text from 0-100 instead of 0.0-1.0 as a personal preference.
Also when it comes to deactivating and reactivating you need to recall the information based on what I have set up in the video. So just construct does not recall the information, I found some issues with that during the time of filming and that solved it. At this time I could remake this into something better structured but this still helps showcase functionalities and how to do it :)
Very informative video, but you could really use a script and editing instead of this do-it-on-the-fly style. There's a good 10-15% of time wasted here by mistakes you've made, pausing to figure yourself out, etc. Duplicating widgets and then deleting things was actually taking you more time than just creating a new one from scratch, especially when all you kept was a border. I would also spend WAY less time fixing the looks. Your main colors are already ridiculous greens and blues, visual style is not why we're coming to this video. Focus on the content. I think you could start getting a lot of subs, especially around Common UI if you increase the quality of these videos.
I appreciate the honest feedback and for you to take the time to critique the video I’d like to clarify I do not script or edit much or anything at all intentionally, as this is the style I enjoy the most and keeps me making videos. I prefer to communicate and showcase as I do, mistakes occur and I want my viewers to see this as well. I enjoy learning and sharing unreal with everyone and will keep this as enjoyable as I can to continue my UA-cam. The style may not be for everyone and that’s quite alright.
I draged in images in my CommonWidgetCarousel but nothing shows up : not in the designer viewport and not in the game. When select the image the boarder suggests that it's right there filling the carousel but I just can not see it. This won't happen with CommonVisibilitySwitcher though ...Has anyone experienced this? Please helllllp I'm using ue 5.0
I’m installing UE5.0 to take a look right now and will respond either later today or tomorrow 🫡
So if you wanted to send name from Orb to 3rdpc , you only need to implement the interface in the 3rdpc and not the Orb itself, right?
Correct! You only need to implement the interface in the blueprint that is require to receive the messages.
Yeah !!! New video. This made my day thank you for all your awesome content. Thanks to channels like this I was able to push through and make a simple game in UE. Thank you for helping all aspiring game developers.
Love to hear it! Happy to help all devs 💪
Love your videos how about doing some tutorial CommonUI with Enhanced Input
This is on the radar to do as well 😉
Found a better way. In the Interface: create the function PreviousMenuRef with a Input of Widget Object Reference (I called it PreviousWidget). In the stack: convert the push events to functions so you can return the pushed widget. In the MainMenu widget : on play and quit clicked event, after PushPopup, call PreviousMenuRef (the interface one) with the return from the push as the target and self as the in variable (PreviousWidget). Then call SetIsEnabled on self to false, thus disabling the mainmenu instead of deactivating it. In the button menus (Quit and Play): Implement the PreviousMenuRef from the interface promoting the PreviousWidget return to a variable. In the event call (No, OnHandleBackAction) after DeactivateWidget on self, call SetIsEnabled on the promoted variable (PreviousWidget). With this, when the popup is shown, the mainmenu is the previous and is disabled, still visible but disabled. Upon clicking no or back (my back was not working at all at the time of testing, but should be the same), the popup is deactivated and the mainmenu is reenabled.
Thank you so much! It worked on my archviz project!
Please explain the gaps, when you say things like beginner friendly and then tell me to already have a blend space created, I need to go somewhere else and find a different youtuber to explain this stuff to me and you lose my interest. I don't even have crouch animations in my Unreal like it seems to be default but I don't see them in my folders, and I can't seem to find any thing that explains why.
Hello! I do not provide Animations nor provide the assumption that I will provide any or teach how to create animations. The blend space in this video is from the free Epic pack and is only used as an example: marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/animation-starter-pack. This video is to strictly show how to set up the technical portions of couching that other tutorials have left out. At this time, I would recommend to learn "Motion Matching" instead if you're using UE5.4 demonstrated in Epics sample here: marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/game-animation-sample
Hey, let's say I want the thumbstick of the gamepad t be able to move in the main menu. So far I tried everything but the mouse cursor vanishes. Can you see if you have a handy way to make that work maybe? The answer is not input type I think and also not "show mouse cursor bool true". Thanks a million for any answer! :)
PS: I am using enhanced input.
Ah I know exactly the issue, I'm currently looking into what would be a great blueprint solution and will follow up on this comment once I have one. Only responding since its been 4 days and don't want you to feel forgotten :)
@@MrButiier Thanks a million for even considering looking into it!
For future reference if anyone struggles with this issue; use the following console commands when/where needed: CommonUI.AlwaysShowCursor true/false AND CommonInput.EnableGamepadPlatformCursor true
@@smarton1600 Thanks for following up here and sharing the solution until one in blueprints directly is available.
Great stuff but please slow down some of your input actions as a new user of unreal I have to figure out exactly what you're clicking and many times you go too fast for me to follow along ^_^
Couldn't watch live, But still a good watch :).
Cool video, thank you :)
There is a node called "Get Supported Fullscreen Resolutions" which returns an array of Int Point Structs 😉
Thank you so much for the video!
Hi Kora! 1. I would still highly recommend using Common UI in a project with keyboard/mouse only, the ability to add styles in widgets is extremely useful. Just under the settings of Common UI -> Platform Input -> Select whichever platform you're trying to support -> turn off "Supports Gamepad. 2. This one is a bit tricky, I haven't released a video of a solution to 100% cover ideal mouse/keyboard functionality but it is a solution right now that still does 95% of the job. I go over here here: ua-cam.com/video/aDoNLyUVy2o/v-deo.html
A tip for making nice looking blueprint nodes from functions or macros: When you are editing a macro or function, click on the input node and look at the details panel. There two really nice options here "Compact Node Title" (macros and functions) and "Pure" (functions only). A pure function is one that can take an input (or not) and return an output, but does not have any side effects (meaning it doesn't change any variables or trigger any events outside of the function). Ticking the box for "pure" removes the execute pins from the function so you don't have to hook them up in your blueprints. If you also type something in the "Compact Node Title" box, the whole node changes to the compact style like the "==" node. I use this for things that are calculated from other things but not quite those things. For example if you have max health and current health you can make a pure function that returns the percentage of health as a 0-1 float (for things like a progress bar widget) by making a function which just does current health divide by max health, mark is as pure and put "Health%" in the "Compact Node Title". Now when you drag it onto a node graph it's just "Health%" with an output value pin and nothing else.
Wouldn't it be easier to fix the mouse hover issue by disabling the mouse (similarly to what happens when using controller) and then re-enabling it as soon as the user moves it? Either way, thanks for the tutorial. Bit of a hacky solution that doesn't work super well unfortunately.
The issue I found with this was the keyboard didn’t work well with it either; I’m completely open to a better route, I couldn’t find a full working solution in blueprints anywhere but wanted to share this until I find one.
I found a solution but it's a bit tough to explain in text. I could send you a screenshot if you're interested. It's largely based on your approach though, so thanks for that!
@@CGSky I'd love to see it! I'd love to know for my own sake too haha. Glad I was able to help steer you in some direction, Common UI has been rather difficult to deal with while handling keyboard functionality.
@@CGSky Any update on this?
Very interesting. Thank you very much for this guide. You are my main reference for UI topics.