Unreal Engine 5 Tutorial - Widgets Part 1: Canvas Panel

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  • Опубліковано 16 кві 2024
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КОМЕНТАРІ • 16

  • @FPChris
    @FPChris 3 місяці тому +1

    Awesome intro. Simple and direct.

  • @johnheavenly3552
    @johnheavenly3552 2 місяці тому

    Oh! Finally, finally someone explained about anchors!!! Continue the series, please!!! We need it so much!

    • @RyanLaley
      @RyanLaley  2 місяці тому +2

      got 4 more episodes already lined up and recorded and edited. including...controller support in umg!

  • @Rose_Harmonic
    @Rose_Harmonic 2 місяці тому

    I just spent a few weeks wrangling widgets and here you are!

  • @LadySagitar
    @LadySagitar 2 місяці тому

    Thank you for widget tutorials!

  • @marcellofriko
    @marcellofriko 2 місяці тому

    Amazing. I've got a feeling that all UI related content most of the time doesn't get much love and appreciation, so it's really hard to find information and tutorials about that. Specially UI materials and animations for UI

  • @caleb1448
    @caleb1448 2 місяці тому

    Very helpful!

  • @waadi3ach569
    @waadi3ach569 2 місяці тому +2

    if it is related and not covered already a main menu or settings would be nice

  • @user-is5fd4mw5o
    @user-is5fd4mw5o 2 місяці тому

    Bro I'm UI developer. Please explain everything you know about UI in unreal engine. Also Its a request to make a complete series of UI like Genshin Impact.

  • @kmtsvetanov
    @kmtsvetanov Місяць тому

    hello. Love the videos that you provide us. I have one question for widgets.
    How can I create a canvas (lets call it world map) and in game time I wish to add new rooms based on player location. The world is PCG so it's random. I can't preload an image of the map.
    If you can just give me directions I can find how to do it. Thank you!

  • @DevShare420
    @DevShare420 2 місяці тому

    Hey Ryan, could you please make a tutorial on how to make UE5.3 work with the Quest 3? I cant seem to get mine working even with a link cable. It would be greatly appreciated!

  • @An0therR0gue
    @An0therR0gue 2 місяці тому

    i take it that the hud class would be good for other possesions like cctv cameras, drones, etc? would this be good for menus, or say in game menus like skill trees, etc? i am definitely looking for videos on this.

    • @gamerdweebentertainment1616
      @gamerdweebentertainment1616 Місяць тому

      Personally still think using widgets in the controller seems most reasonable, but each to their own. Personally trying to avoid casting for some reason, feels like I've made it unintentionally challenging for myself.

  • @_blackdevilcreations
    @_blackdevilcreations 2 місяці тому

    What i really miss at your explanation is, that you forgot to mention the cost of a Canvas Panel.
    it is the one UI Element, even Epic Games itself warn to use it too often (in the official ui optimization Doc).
    And that's a problem nearly all UI related Tutorials have. those tutorials throw that Panel around in every widget.
    It has additional DrawCalls for the anchor Layouts.. even compared to an Overlay.
    + The drawCalls raise exponentially when nesting Canvases into each other.
    There is a reason Epic Games removed the Canvas Panel to be the default Root element of UI, from UE4 to UE5.
    So please.. Use this Panel as sparely as possible! It really can mess up your performance.
    if you just need Elements overlaying each other, use an "Overlay" instead (or a Grid with only 1 column and row, but multiple children).
    still not perfect, but more efficient than a Canvas.

    • @gamerdweebentertainment1616
      @gamerdweebentertainment1616 Місяць тому +1

      Doesn't the Canvas give you the anchor ability? That part always in center and the other always that far from the corner? Too dumb to see the workaround for it, manually program it? Also I think only Main HUD needs it, rest don't. People really do use it too much? Even when making a crosshair?

    • @_blackdevilcreations
      @_blackdevilcreations 23 дні тому +2

      @@gamerdweebentertainment1616 the Anchoring of a Canvas is simply a background calculation of Alignment (which every Slot has) and padding, based on the Max Size of the Canvas. Sounds handy.. is handy.. but expensive if used everywhere..
      So.. yes.. the Main HUD Widget should use a Canvas as root.. maybe Fullscreen Windows, too.. but not the inventory.. the inventory slots.. the Pause Menu.. the Shop..etc..
      Again.. sparely.. not "never"..