When I have it switch to an activatable widget and set focus to them i can select them but i can't activate them? Its like my default forward doesnt work. Any idea why this would happen?
I am trying to create an inventory system building on this project. In the Inventory tab, I will have a grid of all inventory slots. Is there anything you would recommend that is built into common UI? otherwise, I think my approach would be to have a uniform grid widget, and then take input from the gamepad left / right / up / down to navigate. Using inputs in the widget, and doing some math to show which slot is selected. I have a question though. How would I get the gamepad to navigate up to select a specific widget? For example the "TopSettingsTabs".
Cheers! Thanks, Again! It's super helpful to browse your sample project and learn more about the setup. I have a similar setup, and found a small bug that I've been struggling with. I checked if your project has the same, and it does. If I remove the text, Inventory, Map, Weapons, from the widgets, and replace them with a vertical box with a few buttons, I noticed that the Focus isn't given to the buttons when the Tab activates. I then, OnConstruct set focus to the top button, which works, but only for the first tab. If I switch tabs , then the focus is lost again. Setting Focus on the other tab's buttons, breaks focus all together and then nothing works. 😂 Also, exiting the menu, and pressing options on the gamepad to get back into the menu also break focus. I'm still trying to solve this (solve without brute force that is) , if you have any tips, I would love to know. 😀
How do you bind your actual inputs to trigger the OnTabSelected_Event and OnVisibilityChanged_Event? I've pulled your project, I can see it working fine in yours, but when I've tried to recreate it, mine does not work. I've tracked it down to those 2 events not ever being trigger, but I don't see them ever being used in your project either so I'm not sure why yours even works.
I've figured out my issue. For anyone coming to this later, be sure you have the same OverallUI as in this tutorial. I had started my ui by following epic games common ui video, which used CommonActivatableWidget as the base ui which for whatever reason isn't working for tabbed menus, while Nancy is using CommonUserWidget, which works for both normal menus and tabbed menus.
Any plans on taking a look at the settings menu (content)? I'm having trouble following how they set up the individual settings switches, and pips, and how these are populated and well... everything. 😅 It's hard to find how these elements are all tied together. It's too modular for me to follow. 😂
I made an attempt to port Lyra's "GameSettings" plugin over to an empty unreal project a while ago and it pulled so many other dependencies, I couldn't accomplish my goal of separating it! That's what inspired me to start from the start with Common UI to understand it better. But to go over it and how it's setup in Lyra, I'll add that as an idea, thanks! I was thinking of doing a tutorial to add another setting tab screen like the other existing tabs, so that it's more practical, less of an explanation, maybe a debug screen :). The settings screen is pretty much just reading from settings in code at LyraGame->Settings->LyraGameSettingRegistry_.h or cpp and populating with associated common UI toggles/buttons, it's modular in that way but not blueprint friendly or intuitive
Very good video. Please continue to make videos like this!
I just figured out how to do this recently - examples are very much needed, so thanks on behalf of my past self who really struggled with this.
this was a life saver, thank you
Thanks for sharing! Great as always
Great video, Love your channel!!!
I can not for the life of me figure out how to set this up. I don’t understand the map variable specifically what is it a map of? UItags?
Thanks for sharing!!!
Hi Nance. Can I vote to show how to populate the options menu just like in Lyra but with blueprints?
When I have it switch to an activatable widget and set focus to them i can select them but i can't activate them? Its like my default forward doesnt work. Any idea why this would happen?
I am trying to create an inventory system building on this project. In the Inventory tab, I will have a grid of all inventory slots. Is there anything you would recommend that is built into common UI? otherwise, I think my approach would be to have a uniform grid widget, and then take input from the gamepad left / right / up / down to navigate. Using inputs in the widget, and doing some math to show which slot is selected.
I have a question though. How would I get the gamepad to navigate up to select a specific widget? For example the "TopSettingsTabs".
Cheers! Thanks, Again! It's super helpful to browse your sample project and learn more about the setup. I have a similar setup, and found a small bug that I've been struggling with. I checked if your project has the same, and it does. If I remove the text, Inventory, Map, Weapons, from the widgets, and replace them with a vertical box with a few buttons, I noticed that the Focus isn't given to the buttons when the Tab activates. I then, OnConstruct set focus to the top button, which works, but only for the first tab. If I switch tabs , then the focus is lost again. Setting Focus on the other tab's buttons, breaks focus all together and then nothing works. 😂 Also, exiting the menu, and pressing options on the gamepad to get back into the menu also break focus. I'm still trying to solve this (solve without brute force that is) , if you have any tips, I would love to know. 😀
It looks like using 'Common Activatable Widget,' rather than 'User Widget' for the Inventory, Map, and Weapons widget fixes the focus issue.
Sweet, thanks for sharing your solution! Cheers!
How do you bind your actual inputs to trigger the OnTabSelected_Event and OnVisibilityChanged_Event? I've pulled your project, I can see it working fine in yours, but when I've tried to recreate it, mine does not work. I've tracked it down to those 2 events not ever being trigger, but I don't see them ever being used in your project either so I'm not sure why yours even works.
I've figured out my issue. For anyone coming to this later, be sure you have the same OverallUI as in this tutorial. I had started my ui by following epic games common ui video, which used CommonActivatableWidget as the base ui which for whatever reason isn't working for tabbed menus, while Nancy is using CommonUserWidget, which works for both normal menus and tabbed menus.
Any plans on taking a look at the settings menu (content)? I'm having trouble following how they set up the individual settings switches, and pips, and how these are populated and well... everything. 😅 It's hard to find how these elements are all tied together. It's too modular for me to follow. 😂
I made an attempt to port Lyra's "GameSettings" plugin over to an empty unreal project a while ago and it pulled so many other dependencies, I couldn't accomplish my goal of separating it! That's what inspired me to start from the start with Common UI to understand it better.
But to go over it and how it's setup in Lyra, I'll add that as an idea, thanks! I was thinking of doing a tutorial to add another setting tab screen like the other existing tabs, so that it's more practical, less of an explanation, maybe a debug screen :).
The settings screen is pretty much just reading from settings in code at LyraGame->Settings->LyraGameSettingRegistry_.h or cpp and populating with associated common UI toggles/buttons, it's modular in that way but not blueprint friendly or intuitive
@@nancedevdiaries Ahh.. Thank you so much for all your help. I've learned so much from your vids!
How would I make a key press go straight to the "Inventory" menu, for example?
I'm curious to find out, will share when I do! Please share if you find it first, thanks :)
thanks for sharing but can you do a tutorial on how you took it from lyra. Please i beg you 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏