Wow, I was already working with this modular system, but when I saw that those event dispatcher calls "just show up" in the parent widget, my mind was blown. I was binding and creating additional events. This will clean up my blueprints a lot! Thanks for the great video!
Would love to see more of this in a series for things like button width and height overrides, swappable icons that can be scaled, things of that sort. Anything in the BPW UI space working in a modular fashion is extremely useful and there isn't much info on it that I can find. Thanks for this intro to what's possible. I love the way you explain things!
maaaaaan this is what i needed, i was so frustrated doing everything manually when I need to change something, now I can use your technique and save soooo much time. Thank you sooooo much🤗❤
dude, your a light saber, thanks so much. using this way i had better optimized experience and had much more fun making my menus, also, the buttons resize properly and work as intented thanks to this method, since its so clean.
I really like the topics that you Show and the way you teach is nice. Instead of giving us specific tuts you teach the principle. It's always a pleasure visiting your channel
This one's beautiful. Thank you so much! I would love one where you explain how to create Binds (or a more memory efficient way to modify info) from a child/module to its parent/widget-where-you-use-module. I found a post in unreal forums where it's also very well explained, but have tried the solution and it has not worked for me so far.
The biggest issue with doing this is that changes to the base button do not propagate to the UI elements that they were added to, and you'll have to remove and re-add them again any time you update your base button. Do you have a workaround for this? EDIT: Awesome, this is just a visual bug! If you restart the editor the changes propagate! Thanks kekdot!
Not really accurate. It’s an Unreal bug that does not display the changes however the changes are in fact there. A simple restart of the project displays the latest changes correctly (fixes the bug for that matter)
Yep really. It’s an annoying bug that only appears when modular widgets are added to third widgets (subwidgets). When added to one widget directly then no bug occurs. A simple restart of the project displays all edits properly even when modular widgets are nested in 5 sub widgets for example. So yep all good basically :p
@kekdot Please make a tutorial on How to make Logic for [ Next ] button for go into the Next level But please also show from Level 1 to Level 5 how the Next button we can Make? Thank You ❤
Great and informative video, as per usual! Do you have any plans to cover more in-depth the UI system? Watching your videos for the MBLS you can see how clean and scalable your UI is and no matter what I do I cannot get pixel perfect or scalable UI elements, and cannot find any reliable or good videos online for it. Would be great to see one.
So what happens when I have something that needs to be constantly updated, for example a Hotbar with several slots that have cooldowns that are obtained through a cooldown component reference. When you put them inside another blueprint, outside of it you lose access to all of its bindings. You'd have to set the values externally through something like the Tick event... which defeats the whole purpose of using bindings. To avoid this you'd have to set a ref to each slot, which creates unecessary amounts of references. Otherwise for static elements this works ok
Great! it a little tricky to create components or modular elements since it seems the engine has not been designed for that initially... It would be nice to have a video explainng differences between Widgets and CustomUI.
Do you know how to programmatically select and edit exposed variables from widgetA to one of say 5 instances of widgetB? For example having multiple clicker buttons in an idle game all from the same modularized clicker widget and when clicking an upgrade button from a separate widget, update the amountPerClicked value of only one of the multiple clicker buttons? Think buying an upgrade for the lemonade stand in Adventure Capitalist.
Hey! thanks a lot for this, Can you expand on the future for new versions of the Engine, since 5.2 the options for events has been changed you cannot see the event option under designer view intead now they are directly on graph view under the button variable details, and the logic seems to tweek a bit
I applied this logic to a Progress Bar and Text, but for some reason the Bar and Text will not update when I call them from another Blueprint. I have my Bar and Text Modular and in my HUD I access them and can edit everything I want, but when I call them in Third Person BP, the UI never changes. Any thought why?
Thanks! Yeah Lyra uses some nice materials on the buttons. You can do so too if you want of course! With this little modular concept you can simply streamline your whole project ^^
I have applied your worksteps in a widget that holds a button and text on it. Do you know how the localization tool in unreal recognizes pre constructed textboxes that have their values set by nodes or is this not compatible?
Thanks your video. I curious about if I have three BP. One is Menu, the other two are button1 and button2. The button2 use the button1 to make a new button. When Button1 put in Menu is no problem, such as we can modify the image or text which we click the expose on spawn. But when button2 put in Menu, I can not set image or text. Do you have any idea?
Hi Kekdot, I have a UI heavy mobile app made with cordova and I want to rebuild it with Unreal Engine. It's basically a puzzel app. Do you see any challenges here or it's not a good idea at all? thx
So how you do such buttons, and labels , icons etc. Then embed this widget in for eg. widget page , then embed that page inside whole game ui. So same stuff but with 3 layers of lets say "detail". Lets say you have empty frame as base widget. How deepest widget like your button can read or find whole UI base widget, its page base widget, then its own base widget?
Ehm, i dunno how access from one widget to other. I try do it with blueprint (cast to) but it need target, i dunno what is target. I Try make C++ script and make static function to get main container, its no errors but Unreal all times crash crash with C++ static function, i dunno why. I think in Unity imposible make crash(maybe infinity loops), but in Unreal its very very easy.
is it normal that if you change the base class you have to restart the engine in order to see the changes applied to all instances of the base class????? because its getting really annoying
Hi thank u for the amazing tutorial, I had a question about my Unreal Engine game. Whenever I package and run my game with a FPS counter it shows me that on the HIGH graphical settings I only get about 150-170 FPS with a GTX 1080 paired with a ryzen 5600x. NOW THIS IS WEIRD because it should be a lot higher right? my game is pretty much empty and very simple? Compared to Fortnite my game runs like shit? So I was wondering if anyone knew the solution to my problem. (I thought it had something to do with multi-threaded rendering but couldn't find sufficient information on that.)
hi great video,please help me. i need to make a widget so when i click on a round button it opens a few round buttons so i can change materials with it,i really need this right now,i you help me my faith in humanity goes to 10000
@@amirhoseini3563 John 3:16 For God loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.
could u do a tutorial about how to make the health bar replicated appears on my screen UI when he join the session, but not as a float widget above head? just a new hud so we can see their Hp... Our struct bars with HP and MP,for example, on top left and when a player enter the session then we see his HP bar on the top right... so maybe we should use that array of connected players and show on screen a specific widget that has the HP enemy.. but how can I make this Hp enemy works for his HP and not mine or anyone else? aaah It's getting me crazy Sorry my bad English as well
Good suggestion. I need something like this soon, too. I'll start working on this soon and comment my approach here if I don't forget it. Feel free to reply in a few days if you'll still be stuck^^
Hey guys,
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Wow, I was already working with this modular system, but when I saw that those event dispatcher calls "just show up" in the parent widget, my mind was blown. I was binding and creating additional events. This will clean up my blueprints a lot! Thanks for the great video!
Would love to see more of this in a series for things like button width and height overrides, swappable icons that can be scaled, things of that sort. Anything in the BPW UI space working in a modular fashion is extremely useful and there isn't much info on it that I can find. Thanks for this intro to what's possible. I love the way you explain things!
I am glad I am not the only one. I would love to see more on this please
maaaaaan this is what i needed, i was so frustrated doing everything manually when I need to change something, now I can use your technique and save soooo much time. Thank you sooooo much🤗❤
Another great video tutorial, keep up the great work.
dude, your a light saber, thanks so much. using this way i had better optimized experience and had much more fun making my menus, also, the buttons resize properly and work as intented thanks to this method, since its so clean.
easily one of the best ue channels, love it, keep it up.
You did it again. You opened my eyes to a new possibility that I had not know how to properly use, specifically that event dispatch trick. Super!
Fantastic tutorial! Fast and concise and covers all the basics for making modular widgets! Very well done :) Liked and subbed!
This is the best explanation for a UMG beginner like me, thank you so much, I completely understood it
I really like the topics that you Show and the way you teach is nice. Instead of giving us specific tuts you teach the principle. It's always a pleasure visiting your channel
totally agree
I Am Searching The Whole Internet For How To Update The Text When Editing It!
Thanks For Saving My Time😀
Your tutorials are amazing! thank you
This is extremely helpful, made a real difference for my spaghetti-like widget. Thanks so much!
Very good video coming from someone who is on there 4th attempt to make a game in unreal.
I also recommend named slots.
They are a widget component that you can edit, if you want more customization.
THE most usefull tutorials on UE widgets. THANK YOU
Excellent tutorial, I hope you keep going with the modular approach on these!
Wow - that was an eye-opener!
This one's beautiful. Thank you so much! I would love one where you explain how to create Binds (or a more memory efficient way to modify info) from a child/module to its parent/widget-where-you-use-module. I found a post in unreal forums where it's also very well explained, but have tried the solution and it has not worked for me so far.
FRIGGIN AWESOME! 😍
thank you for this amazing tutorial. It had the perfect amount of information and speed for me to follow!
Great tutorial, clear and thorough.
I've been looking for hours for this! Thank you so much!
Excellent tutorial btw
Excuse Me except on 2:39 on My Unreal Engine 5.3 there's no "Events" thing for me what's going on!?
You have to make the Button a variable for the Events to show up. Simply tick the "Is variable" checkbox on the top
Oh thank you @Karlush
Bro, you're the best!✊
"with an event dispatcher. we basically dispatch an event" lovely definition
Loll
wow! Amazing tut!
The biggest issue with doing this is that changes to the base button do not propagate to the UI elements that they were added to, and you'll have to remove and re-add them again any time you update your base button. Do you have a workaround for this?
EDIT: Awesome, this is just a visual bug! If you restart the editor the changes propagate! Thanks kekdot!
Not really accurate. It’s an Unreal bug that does not display the changes however the changes are in fact there.
A simple restart of the project displays the latest changes correctly (fixes the bug for that matter)
@@Kekdot really? That's awesome!! Thank you!
Yep really. It’s an annoying bug that only appears when modular widgets are added to third widgets (subwidgets). When added to one widget directly then no bug occurs.
A simple restart of the project displays all edits properly even when modular widgets are nested in 5 sub widgets for example.
So yep all good basically :p
@kekdot Please make a tutorial on How to make Logic for [ Next ] button for go into the Next level
But please also show from Level 1 to Level 5 how the Next button we can Make?
Thank You ❤
just letting you know i insta subbed when i saw the amount of content, the subject of the tutorials, and heard the quality
Great video & good explanation
Very Useful Video👍
Could you produce a video tutorial on the process of creating an options menu using modular widgets?
Excellent tutorial, That help a lot !!
Awesome tutorial, dude!
This video is extremely helpful good job!
Thanks for usefull guide!
Great and informative video, as per usual! Do you have any plans to cover more in-depth the UI system? Watching your videos for the MBLS you can see how clean and scalable your UI is and no matter what I do I cannot get pixel perfect or scalable UI elements, and cannot find any reliable or good videos online for it. Would be great to see one.
Great video. There are not many so useful.
Amazing man. Do you know how to get the text to scale to the button rather than the other way around?
So what happens when I have something that needs to be constantly updated, for example a Hotbar with several slots that have cooldowns that are obtained through a cooldown component reference.
When you put them inside another blueprint, outside of it you lose access to all of its bindings. You'd have to set the values externally through something like the Tick event... which defeats the whole purpose of using bindings. To avoid this you'd have to set a ref to each slot, which creates unecessary amounts of references.
Otherwise for static elements this works ok
Great! it a little tricky to create components or modular elements since it seems the engine has not been designed for that initially... It would be nice to have a video explainng differences between Widgets and CustomUI.
Great video thank you!!
Any chance you can do a Mini map and big map tutorial using this type of reusable elements would be great
That's smart!
I'm converted. Thanks for the chalk and talk.
John 3:16 For God so loved the world that he gave his one and only Son, that whoever believes in Him shall not perish but have eternal life.
let see your work !! :)
Procedural widgets would be helpful
In case of an AR how it done food menucard work. can you make a tutorial video of this method?
Do you know how to programmatically select and edit exposed variables from widgetA to one of say 5 instances of widgetB?
For example having multiple clicker buttons in an idle game all from the same modularized clicker widget and when clicking an upgrade button from a separate widget, update the amountPerClicked value of only one of the multiple clicker buttons? Think buying an upgrade for the lemonade stand in Adventure Capitalist.
Hey! thanks a lot for this, Can you expand on the future for new versions of the Engine, since 5.2 the options for events has been changed you cannot see the event option under designer view intead now they are directly on graph view under the button variable details, and the logic seems to tweek a bit
Really gooooood :)
Thanks, love you :3
Thank you so much!
Thank you.
Do you know how to set it up with a blueprint so you can measure objects or distances in the level? If so, could you please make a video about it?
I applied this logic to a Progress Bar and Text, but for some reason the Bar and Text will not update when I call them from another Blueprint. I have my Bar and Text Modular and in my HUD I access them and can edit everything I want, but when I call them in Third Person BP, the UI never changes.
Any thought why?
Great tutorial again👍 I’ve looked at Lyra game only today. Very nice buttons there. Dunno know, if you have checked it out yourself?
Thanks! Yeah Lyra uses some nice materials on the buttons. You can do so too if you want of course!
With this little modular concept you can simply streamline your whole project ^^
thx you very much
I have applied your worksteps in a widget that holds a button and text on it. Do you know how the localization tool in unreal recognizes pre constructed textboxes that have their values set by nodes or is this not compatible?
What should I select as a base class for the Widget Blueprint?
Why is his button rezize mine is smaller then the "Button Text" when dragged in
Thanks your video. I curious about if I have three BP. One is Menu, the other two are button1 and button2. The button2 use the button1 to make a new button. When Button1 put in Menu is no problem, such as we can modify the image or text which we click the expose on spawn. But when button2 put in Menu, I can not set image or text. Do you have any idea?
Hi Kekdot, I have a UI heavy mobile app made with cordova and I want to rebuild it with Unreal Engine. It's basically a puzzel app. Do you see any challenges here or it's not a good idea at all? thx
So how you do such buttons, and labels , icons etc. Then embed this widget in for eg. widget page , then embed that page inside whole game ui. So same stuff but with 3 layers of lets say "detail". Lets say you have empty frame as base widget. How deepest widget like your button can read or find whole UI base widget, its page base widget, then its own base widget?
Ehm, i dunno how access from one widget to other. I try do it with blueprint (cast to) but it need target, i dunno what is target. I Try make C++ script and make static function to get main container, its no errors but Unreal all times crash crash with C++ static function, i dunno why. I think in Unity imposible make crash(maybe infinity loops), but in Unreal its very very easy.
Hello, is it possible to create a user editable textfield what shown up as a 3d text, what can changeable the font family, font size, color, depth?
is it normal that if you change the base class you have to restart the engine in order to see the changes applied to all instances of the base class????? because its getting really annoying
Is there any way to play and test multiple animations on a single widget in the editor?
HOW I CAN DO THE SEEM FOR IMAGE , SORY AM BIGNNER IN THIS
how to add a Overlay to a Custom Buttons
When I drag my base button onto the main menu the button size is off?
Yeah everything else worked just when I drag the base button onto the main menu it resizes incorrectly. Using 5.2
how do I make the text allignment editable like the font?
Unreal Engine does not allow for text alignment editing in runtime.
Hi thank u for the amazing tutorial,
I had a question about my Unreal Engine game.
Whenever I package and run my game with a FPS counter it shows me that on the HIGH graphical settings I only get about 150-170 FPS
with a GTX 1080 paired with a ryzen 5600x.
NOW THIS IS WEIRD because it should be a lot higher right? my game is pretty much empty and very simple?
Compared to Fortnite my game runs like shit?
So I was wondering if anyone knew the solution to my problem. (I thought it had something to do with multi-threaded rendering but couldn't find sufficient information on that.)
It’s probably Lumen which is enabled in UE5 by default but not optimized yet. I recommend turning Lumen of for your entire project.
@@Kekdot oo okay thank u I will try it out! :)
generic vote for Kekbot provided by chat.
OMFG...!!!
hi great video,please help me. i need to make a widget so when i click on a round button it opens a few round buttons so i can change materials with it,i really need this right now,i you help me my faith in humanity goes to 10000
Hi there,
Im not sure what exactly you need or want it to look like. Can you give me a better example?
@@Kekdot omg wait let me upload a video then i'll send you a messege
@@amirhoseini3563 John 3:16 For God loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.
could u do a tutorial about how to make the health bar replicated appears on my screen UI when he join the session, but not as a float widget above head? just a new hud so we can see their Hp...
Our struct bars with HP and MP,for example, on top left and when a player enter the session then we see his HP bar on the top right...
so maybe we should use that array of connected players and show on screen a specific widget that has the HP enemy.. but how can I make this Hp enemy works for his HP and not mine or anyone else? aaah It's getting me crazy
Sorry my bad English as well
Good suggestion. I need something like this soon, too. I'll start working on this soon and comment my approach here if I don't forget it.
Feel free to reply in a few days if you'll still be stuck^^
@@TheNapkuchen Thank you so much! You were the only one who gave me some attention about this suggestion
@@TheNapkuchen Hey bro, have you make enemy's hud work properly already? I think I'll use the above head thing until find a solution
@@hundsy5287 I am still trying things out but I don't have anything functional atm.
@@TheNapkuchen It's hard, doesn't it? I'm stuck for a long time, haha
if I find something I'll be back here to share
Forgot to show how to make em parent and how to use in that mode, might be irrelevant though.