I have limited experience with UMG, so this tutorial helped me a lot! Your approach of doing things one by one and explaining each in detail made the common ui so much clearer for me, things went clicking in my head one after the other.
ya wow this is the cleanest Ive seen it explained honestly. great video
Great, this is the simplest and most understandable common UI tutorial I have ever seen. Please do more treasure tutorials. Thank you.
This was an hour well spent. Thanks
Thankyou for the tutorial! It's insane how difficult implementing gamepad input with unreal!
Sure ! they want you pay expensive plugin on their marketplace ! nothing is free with Epic Games Inc. ! well, maybe except now with this plugin COMMON UI ! they surprise me every day, thanks Fortnite !
@@elgrekko9634 yeah,,, you really have a point here.... I think about that a lot.
Thank you so much for this tutorial! The learning resources for common ui is so limited right now and this tutorial is by far the most informative and easy to understand the concept of how the menu stack works. Thanks again my friend. Please make more common ui tutorials! I would love to see your take on using a templated approach for the popup menu stack that can pass string values for the title, description and common confirm/cancel actions.
Thank you so much for the simple explanations. Super helpful, you saved me many hours of headaches :)
This is great. It saved me from hacking around the default UI widgets. Thank you!
great video. i am wondering if u know the solution to this issue i have with common ui. when making buttons, if the button below doesnt overlap somewhat with the button that is higlighted, i cant get to it using the gamepad. any idea how to fix this?
omg i wasted so much time trying to do something you jsut helped me do in 1 minute
So common UI is just the regular UI system with Gamepad setup and more awesome features?. Why didn't they just implement the same features in the regular UI?
my focused buttons dont "style" like hovered... just a blue outline and no sound fx =(
Thanks for this great tutorial!
Do you know how can we control the widget with the keyboard instead of the controller? I cannot get the hovered effect if I select with the keyboard arrows buttons!
Thanks in advanced.
Great tutorial. Just like you would say; very cool!
This was amazing! thank you for sharing this!
I had one question, do you know how to navigate the menues with the WASD keys?
Currently it only navigates with the Arrows, Mouse, and Gamepad. But not the WASD keys.
simply put an amazing tutorial, might as well be an official one!
at 42:25, i am getting an error. I am not using the third person character and if i set my cast up with "get player character" as the object, mine doesn't inherit. Originally I was using the level blueprint (because I want this to start at the start of the game) but now I am using an actor (cause you can't cast to the level blueprint). What do I set as my object to be able to cast to my actor? I've then tried a Pawn since there's a "get player pawn" node. I get no errors but nothing happens when I click my button.
Great tutorial! But i have a question. The style of button is not changed when it gets focus. Only the style of button based on UCommonButtonBase works. Is there anything problem bout my situation? Your tutorial uses only the normal button of Unreal Engine, but it works..
Muito bom, gostei dessa nova forma de fazer Widget com Gamepad, agradeço pelo seu vídeo.
Thanks! i made it to work here following your video, but i want to move around with my player by using the analog and only use the D PAD buttons to select the widgets, how can i do that ? because now when i move my character the widgets are changing too.
I thought I followed this but I'm running into an issue. As soon as I click the Add Another Widget and the Right Widget pops up, the Left Widget stops working. I can then navigate on the right widget but can't navigate back to the left widget. Any idea why?
Hi,
I have a quick question please about something else that I can't find. It's on the common enableable widget. When used with Push Widget to move from one widget to another, there is an automatic fade-in transition. I can't figure out how to disable the transition. I looked in the class details but couldn't find anything. Can you tell me if you have an idea? Thanks in advance.
Hi, several questions, if the player spams the button to confirm during the transition animation, we lose focus with the gamepad. Do you know how to fix this?
I fixed it by putting 0 for the duration of the transition, it removes the bug but we lose the transition animation...
After activating the isBackHandler which allows you to press B on the xbox controller to return to the previous menu, you get the same problem if the player spams the button. If you knew how to fix this
And the last question, do you know how I should go about having a tab menu system that works correctly with this common UI plugin? It works correctly with a classic widget, but on an activatable widget it creates focus problems.
Hoping you can help me
I have the same problem. I don't know if it"s a bug from the plugin with the ue 5.2. Really hard to find element to fix this issue, I spend truely some days trying to fixing it.
@@lucasvauzour1182 If you find the solution could you write it in response to this comment please
While not clean at all, the only solution I found was adding a Event On Activated on all common activatable widgets, with a delay set to half of the transition time e.x if it's .3 then .15, and then a Set input mode UI only node with the first widget in the UI plugged into the 'Widget to Focus'. Obviously delays come with a lot of uncertainty so use this with caution, but it's working for now. If anyone has a better solution please!
No problem! With the half delay time there can still be rare cases of the glitch. If you set the delay time to above the transition time by like .001, it will not glitch but if the player moves the selection super fast it will sometimes skip back. Depends which trade off you prefer @@TheSebledingue
I cannot find info on this anywhere. Can the Player manually choose a set of icons? Like Windows defaults to Xbox icons. Can the player select Playstation icons?
This tutorial is amazing, thank you so much! how can I use gamepad for slider widget. Can you say more about this? it will helpful, thank you!
Greate Tutorial. It helped me a lot. THX
So, when I pause the game with the special right input for exemple. How can I repress it and resume the game if Common UI overridre the Input Mapping Context of my character ?
Is there a way to "not disable cursor" when switched to gamepad? I tried even "show mouse cursor" to true in tick but it didn't worked.
This is just the best. Thank you. 🙏
It'd be better if you made an actor component for all the UMG interactions and bound the clicked events that interacted with the other UI elements so you wouldn't have to cast to the player from a UMG object, then you can give that actor component to any actor in your game to give them a menu to interact with.
Great tuto ! there are only few on the net !
Great tutorial.
How i can use gamepad for navigate and select in to scroll box?
How to add CommonActionBar? I created CommonBoundActionButton and used it in CommonBoundActionBar but its only display back handler button, other buttons with "Display in action bar" turned on not displayed(
Hi, you need to create "Data Table" with actions you want to show in the action bar and then select that "Data Table" in the button details.
Steps:
1. Create Data Table: right click -> Miscellaneous -> "CommonUI InputActionDataTable" (see example Data Table in CommonUI plugin folder in your project: [ Engine/Plugins/Common UI Plugin Content/"GenericInputActionDataTable" ])
2. Add new row to that Data Table, (click "Add" on top, then in "Row Editor" on bottom change "Display Name" to "I am new action prompt", then go to "Default Gamepad Input Type info" and select your gamepad button in "Key" field.)
3. Then in UMG editor - add Common UI Button, select it, and in its details go to "Input" -> "Triggering Input Action" -> select "Data Table" and "Row Name" you created in previous steps
4. Set "Display in Action Bar" checkbox to true
5. Done, you should see "I am new action prompt" from step 2 in your action bar (you can press its gamepad button or click on it with mouse)
Btw, you can see working example of this in "Content Examples" project, in Maps/CommonUI (look at example 1.2 Gamepad Navigation)
Data table in that project is in [ Content/ExampleContent/UMG/CommonUI/InputActions/"InputActionDataComposite" ]
thanks for the tutorial, it really help a lot.
hate not founding your tutorial more quickly.
I mock all my ui button without knowing how to support for controller, now I just need to redo all ui with common ui, late better than none right?
Thanks, that was very helpful
How can I make other buttons rather than Accept and Cancel to work? I am making a game where I want my gamepad X button to open/close a menu. I can make it open but when focus is set to UI mode only, ActionMappings don't work :( There should be a way!!!
You need to create a button using CommonButtonBase as the parent type. Place the button somewhere in the hierarchy of the widget you want to close and make it's render opacity to 0(to make it invisible). Then, since it derives from CommonButtonBase some different fields will be available in the details panel with it selected. In the input section find 'Triggering InputAction'. Place your inputActionDataTable in there and create a new row that uses the Gamepad X button. Use this new row in the triggering input action field. Now create your code to close the menu on the 'OnButtonBaseClicked' Event.
Now when you're inside the widget with the invisible button and you press the Gamepad X button, the button will run it's click event and close the menu
I'm unable to follow this as every time I go to restart my editor the CommonUI.ActivatableWidget parent gets dropped from the BP. What a shame, as it seems like CommonUI would really make my life a lot easier.
The validated get works if you do a cast to the character during the close button scripts...
Great tutorial
Hi,
Thank you very much for this video and your channel, it’s excellent.
I have a quick question. Everything works perfectly with the character but I wanted to use this system directly in the LevelBlueprint for the title screen. The menu is displayed without problem but I don't know which node to put in place of the BP_Thirdcharacter so that the push widget works. Thanks in advance.
Amazing Tutorial. Thank you !
Thank you very much !!
This doesn't take advantage of common text or common button ? Could you make an updated video with those things inclueded?
This destroyed my project. When I launch my project, I get array indexing errors trying to load some kind of serialization. I deleted the assets and tried again, but when I relaunch the editor, it says it can't find the parent class. What a mess.
edit: Ah, it's the annoying bug in 5.1 and 5.2 where if you use anything in the main character, it blows up. I hope they fix this soon.
Does anyone know what controller he is using?
this tutorial is great. recommend on unreal 5.3 currently it totally works. thank you!
Much better introduction to Common UI than what Epic has given us. They really need to put in more work into their documentation and education materials...
Nice, keep up bro
This is a very good tutorial, but I have a big problem with it. Every time I restart unreal, all my widgets lose their parent class. does anyone have an idea how I can fix this?
Thank you so much.
I lost the focus all the time when I use my only my gamepad after triggering the menu 5 times :'(
awesome video, but you forgot to mention how you use the sliders... it just dont work for me.
Спасибо
32:30 Special Renaming Operation!
So some creative criticism for you. you could easily remove 50% of the content from this tutorial. I came to watch a common UI tutorial, not a UMG one. Setting up widgets and buttons aren't needed. I just want the new information, how do I make my controller work with the current UI I have using common UI.
Which is: Reparent it to CommonActivableWidget, Activate the widget when you start using it, override the Get Desired Focusable Widget to return something sane, Ideally, deactivate the widget when you want to stop using it.
I don't need to watch the stack stuff so I am happy that's in it's own section but you see how I did the entire first half of the tutorial in 4 steps, one of them optional? Should take you 5 minutes to give that information at most.
This is solid critique, you should take the time to make an optimized version of this tutorial and share it online so people can learn from it. If you remember to, feel free to tag me and I'll give you a follow. - When you do so, if you end up doing some UI work, 1: use the common button and text styles (no point in just using some of a system) 2: don't use the canvas element, it's not needed for these samples and is resource intensive. I"m looking forward to your version
I'm making a game, wishlists appreciated: store.steampowered.com/app/2822570/Sector_YAMA/