I was already a UE user and knew how to animate a widget, but I didn't know how to reproduce it in UEFN. I've been looking for a tutorial like this for a while. Thank you very much!
Ah man this is great! I don’t remember seeing this in the patch notes. I gave up on widget blueprints because there seemed to be a few issues but this video is everything I wanted to do (and without the crashes). Yay! 🥳
@@FxPredictions Currently what I found is that animations play only on widget button click. So if you want that then you don't even need verse. Widget animation can animate UI elements or even MPC, similar way as sequencer.
@@FxPredictions I think in this case try combine both. Add two bindings to the same button. One to send signal to device as I did with Close button and another binding internal to play animation. I haven't tried but I don't see why it shouldn't work.
Great video, can it be made that the animation is played even when player is moving? Because when the dialog pops up it disables the movement of olayer character
Thanks. Unfortunately not yet. Difference between popup dialog and hud message is that first one disables player controls and enables mouse. And if not do that then player won't be able to click with a mouse on the button in UI.
Hey! Thanks a million for this. Couldn't find anything about UMG animations until this. I've got a question though. I'd like the same button to also give a response through the pop-up dialogue. So both starting the animation and also firing the Reponse button 1 event. I've tried simply adding another binding for the button and setting this up correctly but it does not compile. I'm thinking perhaps to add a an invisible button somewhere that fires instead when the animation start button is pressed but not sure how to bind this. Any advice?
Can we start animations ONLY trough butttons? Or can we also trigger it for the player, so animated UI is possible again (It really sucks that MPC/Sequencer/WB isn't previewing in realtime anymore)
@@Vitaliy6367 I would say depends on the shop. We can't go beyond 6 buttons... yet, but there are different workarounds. For example have multiple widgets as pages. So when player click on the arrow to "scroll" to another page you just enable/disable widgets. This is ofc very limited and requires extra devices for each page.
Is there a way to have more buttons? Like 12? I would like to make cameras with many buttons but from what I understand the limit is only 6.😢 One more thing... Can I automatically activate the animation without clicking anything in the Widget? What does MPC do?
@@alessiosantoro7844 Nope unfortunately we still have 6 buttons limit in widget UI. Only verse UI can have many. So far I couldn't find a way to play animation without button click, so looks like isn't possible yet. MPC stands for Material Parameters Collection. That's global parameters which can be used in multiple materials and control from one place. But great thing about it is that MPC can be controlled from verse or animation timeline in widget UI. Without MPC we would need to have prop in the level to have ability control it with sequencer and as UI is never in level and only screen based we never would be able to animate it.
Hi Great Video :) Do you know if it is possible for an image to update in the UI from a switch check state? for instance if I have a greyed out image in the UI then once the player turns on a switch and they bring up the UI the switch state is checked and the colourful image is shown instead of the grey image if the switch is on?
Currently I only found way to do it with button click. But I'm still testing different options. So currently it would be possible only by using sequencer.
Do you know if there's any way to have 2 trackers with custom widgets and bindings that both track current and target values but for different events showing on the HUD at the same time and both tracking? I combined both widgets into one but when I do that I lose the bindings functionality.
I haven't tried but I don't see why not. If both values are in same place for example such as 01/10 then in code you just set UI text like this "{tracker1value}/{tracker2value}". If they aren't in same place then do what I did in the video Red vs Blue score. Where I used different lines in the text block and in code use to move text to next line.
I was already a UE user and knew how to animate a widget, but I didn't know how to reproduce it in UEFN. I've been looking for a tutorial like this for a while. Thank you very much!
Tutorial couldn't have dropped at a better timing, lifesaver!
Ah man this is great! I don’t remember seeing this in the patch notes. I gave up on widget blueprints because there seemed to be a few issues but this video is everything I wanted to do (and without the crashes). Yay! 🥳
I'm moving from editables to tags so im just binging your videos while i do so
Great work👍
This is something I have been looking for for ages!!!! Is there a way to play the widget animations without the buttons having to trigger them ?
Unfortunately not yet. Or I couldn't find a way.
how can i have the Animation play directly from a trigger or another device?
@@Durzy I don't think it's possible yet. For that you can use MPC and sequencer.
@@AsicsoN could you elaborate on this? i have the same question Durzy had. What do you mean by the MPC and sequencer?
can this be controlled using verse, I really want to animate my texture block when the button is clicked. Please let me know thanks
@@FxPredictions Currently what I found is that animations play only on widget button click. So if you want that then you don't even need verse. Widget animation can animate UI elements or even MPC, similar way as sequencer.
@@AsicsoN well I have a voting system controlled by verse, I want to texture selected to increase in scale, would this be possible
@@FxPredictions I think in this case try combine both. Add two bindings to the same button. One to send signal to device as I did with Close button and another binding internal to play animation.
I haven't tried but I don't see why it shouldn't work.
@@AsicsoN thanks
Great video, can it be made that the animation is played even when player is moving? Because when the dialog pops up it disables the movement of olayer character
Thanks. Unfortunately not yet. Difference between popup dialog and hud message is that first one disables player controls and enables mouse. And if not do that then player won't be able to click with a mouse on the button in UI.
@@AsicsoN Thanks for explanation, I hope they update it soon, so we are able to do that :)
Hey! Thanks a million for this. Couldn't find anything about UMG animations until this. I've got a question though. I'd like the same button to also give a response through the pop-up dialogue. So both starting the animation and also firing the Reponse button 1 event. I've tried simply adding another binding for the button and setting this up correctly but it does not compile. I'm thinking perhaps to add a an invisible button somewhere that fires instead when the animation start button is pressed but not sure how to bind this. Any advice?
Hi, two bindings should work. Would be interesting to see that error. If you can join our discord and share screenshot.
@@AsicsoN joined and responded on your general chat tyvm :)
Can we start animations ONLY trough butttons? Or can we also trigger it for the player, so animated UI is possible again (It really sucks that MPC/Sequencer/WB isn't previewing in realtime anymore)
So far I found only buttons option. I will still look more into it because maybe I missed something.
Thanks for video!)
Is it possible to make shop UI with more than 6 buttons(shop items) just by using widgets or need write all in Verse by own?
@@Vitaliy6367 I would say depends on the shop.
We can't go beyond 6 buttons... yet, but there are different workarounds.
For example have multiple widgets as pages. So when player click on the arrow to "scroll" to another page you just enable/disable widgets. This is ofc very limited and requires extra devices for each page.
Is there a way to have more buttons? Like 12? I would like to make cameras with many buttons but from what I understand the limit is only 6.😢 One more thing... Can I automatically activate the animation without clicking anything in the Widget? What does MPC do?
@@alessiosantoro7844 Nope unfortunately we still have 6 buttons limit in widget UI. Only verse UI can have many.
So far I couldn't find a way to play animation without button click, so looks like isn't possible yet.
MPC stands for Material Parameters Collection. That's global parameters which can be used in multiple materials and control from one place. But great thing about it is that MPC can be controlled from verse or animation timeline in widget UI. Without MPC we would need to have prop in the level to have ability control it with sequencer and as UI is never in level and only screen based we never would be able to animate it.
Hi Great Video :) Do you know if it is possible for an image to update in the UI from a switch check state? for instance if I have a greyed out image in the UI then once the player turns on a switch and they bring up the UI the switch state is checked and the colourful image is shown instead of the grey image if the switch is on?
Currently I only found way to do it with button click. But I'm still testing different options.
So currently it would be possible only by using sequencer.
Do you know if there's any way to have 2 trackers with custom widgets and bindings that both track current and target values but for different events showing on the HUD at the same time and both tracking? I combined both widgets into one but when I do that I lose the bindings functionality.
I haven't tried but I don't see why not.
If both values are in same place for example such as 01/10 then in code you just set UI text like this "{tracker1value}/{tracker2value}".
If they aren't in same place then do what I did in the video Red vs Blue score. Where I used different lines in the text block and in code use
to move text to next line.
This is the way....
@@fishtankstudiosUEFN This is the way...
😮
yooooooooo^^