For Secondary stats, you could name it Sub. Short for subsidiary.
@kobehamilton45396 күн бұрын
Been trying to find a tutorial like this one for days. Such a blessing to find it. Works perfectly mate, thank you.
@kevinwatson42118 күн бұрын
Alpha & Beta ?
@charnet3d2079 күн бұрын
Hi, Thank for this nice tutorial, I noticed that the Main UI buttons can still be pressed while the Popup is open, and you can for example open multiple popups. How do you disable the input of the parent widget ?
@garytodak11 күн бұрын
For those who have problem with GameMode not switching or you cant move when load level.. In the new map that you load, override the GameMode to your GameMode then in the your begin play of character blueprint or your new map player controller, set the "Set Input Mode Game And UI" or "Set Input Mode Game Only" Reason: You cant move because in previous map (MainMenu) you set it to UI only (in PlayerController PC) I went through all and i thought the problem was the gamemode not switching..duhh
@BT783512 күн бұрын
I had one thing unconnected in the "Set Stat Member" function and it broke everything, took me many hours to find it but I can now happily report that I got the system working, thank you so much for this video.
@ruellerz17 күн бұрын
playerstate? we using it?
@MrButiier15 күн бұрын
?
@JSipp-yo2rs18 күн бұрын
thanks man, your videos have been very helpful. I'm wondering how to set the text of the Nav Bar buttons?
@SlaySilentGames21 күн бұрын
Just have to say .. 1. this video is amazing! and 2. THANK YOU for figuring out that math in section 3... I paused before you did the bonus calculations and tried to figure it out myself... and it was rough!
@bryanwiitala885427 күн бұрын
How would you go about fixing this UI as a proof of concept with say 22 stats?
@SuperBabyPunchАй бұрын
Have you been able to get Skip Assigning Gamepad To Player 1 to work with commonUI? It works in game but any commonUI widget ignores it for me.
@definitelynotcjАй бұрын
Goodbye C#
@arkan031Ай бұрын
Thanks for info about mapping context in popup stealing input from other widgets after closing. Spent no idea how long trying to fix that one and gave up for some time.
@SuperBabyPunchАй бұрын
Have you found a way to make CommonUI acknowledge the Skip Assigning Controller to Player 1 setting?
@SuperBabyPunch17 күн бұрын
Side note. This doesn't affect only Common UI. It affects all UI Input even without Common UI.
@RoeJoganАй бұрын
Im back for round 3 :)
@gridtac2911Ай бұрын
I'm in the process of updating the common UI plugin to 4.27 . I can't stand UE5
@董仕Ай бұрын
I would like to ask if the save to file function after automatic saving can be deleted.
@董仕Ай бұрын
I am your fan, thank you very much for your umg tutorial
@TheMakiranАй бұрын
So the only way to put the accept button in the bound action bar, is so put the Action Button inside the widget and make it invisible?
@MrButiierАй бұрын
For blueprints only, yes that would be the only known way to handle it. If you know C++ there is a function you can add or expose that does this.
@zakaruPLАй бұрын
Hey! I have a quick question - which system would you recommend for user interface navigation - Input Action Data or Enhanced Input Action? I'm a bit confused - I understand (so far) that Enhanced Input Action are not stable but it seems a bit more convenient and consistent with modern way of handling chacarcter control
@MrButiierАй бұрын
As of 5.4 and 5.5, I would hugely recommend Enhanced Input Action with Common UI. They made huge updates to the plugin and has reduced a lot of the annoying parts of CUI (although the setup is still a bit of a pain). If you're using any version before 5.4, I would comment Input Action Data as it's a lot more stable and you won't run into a ton of weird bugs.
@MystMagieАй бұрын
Pretty solid base, thanks a lot for sharing! How would you approach it if one wanted to add the possibility for each attribute to have a level, and for each level the do requirement increases, and the bonus it provides to each of the inherited stats was different?
@MrButiierАй бұрын
Hmm right now that stats contain a scaling value which allows them to scale based upon a single float. If you're looking to change scaling based upon different attributes, you could setup another float within the attribute to work as an additional scaling value. You can also look up "Curve Data Tables" for the part of each level the requirement increases, they're a bit complicated to start off learning about but Curve DT are the best route to manage scaling with different values over time/levels.
@alexrybin3798Ай бұрын
Great video, very cumbersome tool.
@zakaruPLАй бұрын
Awesome work! I'm currently struggling a bit with the UI of my game, but your tutorials have helped me a lot so far-big kudos to you!
@mathoo107Ай бұрын
Hihi, this might be a super wird question but I need to know where the basic navigation like "up"/"Down"... inputs are coming from and how to remap them. Or more precisely how to trigger these inputs via a variable. Best regards Manuel.
@MrButiierАй бұрын
I'm not sure what you mean by triggering them through a variable however, I believe the default arrow keys for navigating UI come from built in editor and would require c++ to change them. I'd need to look into further on how exactly to do that since I never tried to remove the navigation.
@ryanjdev87Ай бұрын
Take high res sceenshot doesnt work in a package game so u have to use execute console command node
@MrButiierАй бұрын
Ah shoot, thanks for catching that 🙏 damn I’m sad I missed that when making this system.
@TokoraiАй бұрын
I cannot get this to work, when I press Q, it just says that Exp is 0.0 and the Level is blank. The AC Stat System in the character blueprint has default values as you set them. I cannot figure out why it's setting those values to 0. Do you have any idea?
@MrButiierАй бұрын
Sorry for the way! I could help debug however honestly, I remade this entire system in this video: kzbin.info/www/bejne/g2iwqoKbr6d2oZo I improved it heavily, not only in visually but made it significantly simpler to understand/build. I'd recommend taking a look at that system instead.
@TokoraiАй бұрын
@MrButiier I'll check it out. Thanks! I think your videos are pretty good =]
@WSpencer99Ай бұрын
anyone know why at 1:17:00 i cant call the bind to on base clicked event to my button? The button widget reference is a child of the common button base so im not sure.
@MrButiierАй бұрын
I believe they renamed the events to the standard naming for normal buttons like "On Clicked", "On Pressed", etc back in UE5.4 or one of the patches in UE5.3. However if you don't see a mind at all then the child is not deriving from a button class.
@crs11becausecrs10wastakenАй бұрын
Everything is working for me except the upgrade attribute button. It constantly defaults to disabled. Quadruple checked conditions, and they're all correct. 😢 Never mind, I'm calling the main stat widget in my inventory main widget, I just needed to chuck the update UI at the end of the pre-construct. 👍
@MrButiierАй бұрын
Glad you got it working! Sorry i didn't see this until now.
@JustJoshinYouBroАй бұрын
I have a main menu, and media menu. I click media button, it opens media menu just fine. Now I have a Close Player button inside the media player and when I click that it does close the media player but the push for the main menu to come back doesn't seem to work.
@MrButiierАй бұрын
Make sure you have an event in your Main Menu Widget that is called when your media player is closed, and then activate the widget from that event by either binding to an event or calling it within the media player when it closes. Additionally if you're trying to call the main menu but don't have a valid reference, it won't call and would just do nothing or spit out an error.
@neekogaming485Ай бұрын
100th like
@RV-bc9yiАй бұрын
Thank you so much for this video! It's helped me improve my menu, because the further I get into the design the bigger my menu gets! I have a question, I've used this principle but for buttons, but how can I get the ‘OnClicked’ event. Is it possible to place it in a structure or data? Thanks again ! Best
@MrButiierАй бұрын
The on clicked event is a built in function for all button types within unreal engine, in order to get the OnClicked, you would need to make sure that the widget is in fact a button, in order to get that event. If you run into issues, feel free to join the discord and happy to help out.
@RV-bc9yiАй бұрын
@@MrButiier Hi, Thank you very much for your reply, any help is always welcome. Best
@sam.1839Ай бұрын
im wondering if you could navigate through those wrap box slot with common ui gamepad?
@MrButiierАй бұрын
Hmmm, we could, we would just need to specify when using gamepad and to adjust the navigation rules when using a gamepad in this menu.
@MuhammadMansoor-i3uАй бұрын
i want to build this health/stamina/mana bar with the stat system you implemented in your other videos, should i do it in the same way as implemented in this video?
@MrButiierАй бұрын
I believe in this video, I do a bind on event for the health bar. That would be incorrect to do as that would occur every tick. It would be better to setup a health function to call when increasing/decreasing health. I don't believe this video would be much help in that regard.
@MuhammadMansoor-i3uАй бұрын
i want to make health/stamina/mana bar with this system, can anyone help please
@dylananhorn1Ай бұрын
Set up a progress bar ui element. then in the health function add a event dispatch call and in the progress bar add the event bind. stamina is the same but you need a timer to refill it constantly and mana is similar but it depends on how to you want to handle the refill. this is a super basic rundown as i am assuming you have some knowledge of these system.
@MrButiierАй бұрын
Thanks for responding dylan!
@CYBERtech-ry9ztАй бұрын
Hi there im going to cry, I followed your tutorial to the T but for some reason the attack animation is not play. My mob is following me around and stuff but the anim montage isnt working
@MrButiierАй бұрын
There's alot that I would need to do in order to help debug, I do want to specify i did suspend this playlist and no longer working on it due to not really liking the system. If you join the discord, I'd be happy to try and help whenever im available.
@QuestDevАй бұрын
These in-depth videos you make are great man. Thank you!
@slay3r322Ай бұрын
can you make a system for health bar and death or maybe a class system where it can set for every class another stats for example for the warrior class to have 30 str for archer 25
@drlorddoom_gamingАй бұрын
I was trying to manually make the focused state appear as hovered with gamepad, couldn't do it in raw UE5.4... This fixes every issue I had and more. Thanks!
@kumargaurav2207Ай бұрын
Instead of creating menu stack variable can we use blueprint interface to call the events?
@MrButiierАй бұрын
Yep! You could absolutely do that to prevent any hard references being passed along.
@kumargaurav2207Ай бұрын
@ thanks
@SeventhusАй бұрын
At 25:50, I don't have the Design Time Key option in my UI. The only setting I skipped was setting my default IMC, I just did that in the PC blueprint. Will this matter if I end up using a DT for inputs anyway? Is this super important? Thanks.
@MrButiierАй бұрын
It's not super important, its merely a way to help debug the keys shown.
@ajmetal28492 ай бұрын
For some reason my buttons dont receive hover events. Anyone know why that might be?
@MrButiierАй бұрын
Hmm are you using gamepad, mouse, keyboard to try and trigger hover events? Additionally, make sure that if the parent is a "Common Activatable Widget" to turn on "Auto Activate" so that the widget can be interacted with.
@kumargaurav22072 ай бұрын
I want button with rounded border how can I do this in commonbuttonbase? Thank you
@MrButiierАй бұрын
Ah this can be done within the Button Style that you set, under the Common Button Style, under Normal Base/Normal Hovered/Normal Pressed etc. there is a field called "Draw As" -> select "Rounded Box" -> that opens a field called Outline Settings and you can then adjust the Corner Radii. Alternatively, you could use a custom image (which is normally the better route anyways).
@kumargaurav22072 ай бұрын
Great videos bro, keep it up
@PalThing2 ай бұрын
A perhaps better way to handle the click is to add an Event dispatcher to your tile item data object and bind to it when you create the data object. Then you wouldn't need a hard reference to the owning list widget.
@MrButiierАй бұрын
Ooo interesting! Thanks for the little tip.
@Sam_The_Game_Dev2 ай бұрын
Just what I was looking for, you just got a new subscriber 😁
@Jean_Mi2 ай бұрын
Great! Thanks
@frandmckay2 ай бұрын
Thank you so much for sharing your knowledge on Common UI, and I've picked up quite a few general UI tricks I didn't know about, too. For all the content on YT about Unreal, there is surprisingly little on making good UIs and next to nil on Common UI specifically. This is greatly appreciated! :)
@MrButiier2 ай бұрын
Of course! Happy to spread some love on Common UI although it can be very complicated and frustrating at times, it has potential to be quite great. With 5.5 now out, there's more updates we need to take a look to see what they've added too 👀
@mr_survival2 ай бұрын
Hey @MrButiier, I built a data asset inventory myself and there is a way to get unique data assets that don't all share the same reference. As you've already started correctly, you have to construct the base class but then you have the problem that you don't have any data in the object, which you can solve by writing a function in your data asset that takes a data asset reference and sets the individual values of the constructed asset. This way you go from global data assets to a unique data asset.
@MrButiier2 ай бұрын
Oh interesting, so essentially you construct the primary data asset -> set values -> then use that as a storage asset for the inventory? Have you found any limitations or some constraints you had to work around with it, I attempted to play around with it a bit more but felt like it was more manual effort equal to using just structs so curious how it played out for you 👀