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@BenskiGameWorks
@BenskiGameWorks Сағат бұрын
Great explanation and example with the meshes!! Thank you so much! Small question, are data assets meant to be read-only or can I also write to them? Currentley I'm using a data asset to act like a "shared variable" between all instances of a certain class. The asset only holds a reference to a widget "The currently active widget in the world" and I want all instances of an Actor Component to have access to read/write to this variable. i.e. Every component of this class can read the active widget reference, or activate it's own widget and overwrite the previous one etc.
@ecl3tique
@ecl3tique Сағат бұрын
Thx !!
@MaXiMuMChIlL
@MaXiMuMChIlL 3 күн бұрын
Bro this is amazin! Keep it up you doing a good job man saved days +1
@grandmasteryoda3187
@grandmasteryoda3187 4 күн бұрын
also, i couldn't get your hotkey set up working had to follow someone else's tut for that. i also would like to add it does not seem to make any difference whether you have a selected default character for your start up menu. also just to clarify i original followed you common ui tut for setting up my original start up menu which meant majority of the first video in this playlist i kinda skipped over as assumed it was pretty much the same as your common UI tut but after watching the videos multiple times i see theres a few diffences to how you originally set up you start up menu here vs in the common ui tut and when you have the mess up of have 2 "Gi_mains" thats where i noticed your controller set up is totally different to how it was when doing the common ui tut, this may be the reason for the spanner in my works when following this set of tuts. and funnily enough it was pyro devs tut that actually worked for me.
@grandmasteryoda3187
@grandmasteryoda3187 4 күн бұрын
So mouse sensitivity doesnt seem to work for me it will set it to the default mouse sensitivity but doesnt seem to save it when i move the slider also cant seem to move around with my character when i add the mouse sensitivity to the camera of the third person blueprint just throws out the error "accessed none trying to read property as game instance". Node: add controller yaw settings etc.
@Galadx25
@Galadx25 4 күн бұрын
Just started learning all this, but wouldn't it be more efficient if you were to instead of creating separate functions, add an input boolean for subtract or add?
@MrButiier
@MrButiier 4 күн бұрын
Unfortunately, using a bool only has true/false so that gives two options and we need 3. Also I have made an improved system of this series here: kzbin.info/www/bejne/g2iwqoKbr6d2oZo
@Galadx25
@Galadx25 4 күн бұрын
@@MrButiier Awesome, thank you! I also want to add I wasn't critiquing you, I was genuinely asking. I am almost finished with the video, as I have been experimenting with ideas along the way. For example, instead of the data table, I went with a multiplier value that is also in the enum table. So when the character levels up ( new level * multiplier ) + Base -> SetStatValue()
@MrButiier
@MrButiier 4 күн бұрын
@@Galadx25 oh no worries at all! I didn't take it personal lol. If you can find edits or improve it for yourself then I encourage it 😁 Oh definitely the multiplier is way simpler than a very manual data table, that's one of the things i got rid of when i revamped the system. Feel free to post any edits you made that you found more useful or just in general better performance or functionality. I enjoy reading the ideas from others and seeing if I can use it to improve future stuff 👀
@Starblendet
@Starblendet 6 күн бұрын
1. GameMode (assigns:) 2. Playercontroller (creates:) 3. MenuStack (pushes) 4. Menu/Popup (uses:) 5. Buttonbase (uses:) 6. ButtonStyle/TextStyle
@GameSinsBattles
@GameSinsBattles 8 күн бұрын
Cool tutorial! I have a question. Im working on car customization. On my garage level i create new stack and add base common widget. After i press button 'car color customization' and need to deactivate this widget, but widget still present on level, i cant see my car on level. Any idea where is problems? Thanks in advance!
@MrButiier
@MrButiier 4 күн бұрын
Hey! It’s a bit hard to tell without seeing the functions you have set up, if you’re able to join the discord and provide some screenshots it would be easier for the community to help out to make sure you’re deactivating and activating the widgets correctly.
@rem3072
@rem3072 8 күн бұрын
First comment !!!! Yeah also thanks for such great videos, specially the ones about Common UI.
@alexander-f6d1w
@alexander-f6d1w 10 күн бұрын
I left an angry comment yesterday about how I can't get common UI working no matter what I do, but I finally got it working! Here's a few things I've learned that I hope will save somebody else from the frustration I went through: 1) Use the enhanced input system and not the legacy input system. I still haven't managed to the old input system working with Common UI and the enhanced input system is better anyway! 2) The input mode must be set to UI Only (Game and UI might also work, haven't tested it). If not, the "Triggering Enhanced Input Action" in the CommonButton details panel just won't work. 3) The "Triggering Enhanced Input Action" seems to use the default click action in the input data in order to actually "click" the button. If the default click action is left blank, pressing the key to trigger the button will hover over the button instead.
@ExoOath
@ExoOath 11 күн бұрын
Help a lot thanks
@jaked9033
@jaked9033 12 күн бұрын
Thanks so much for this, you're a legend! will be joining your discord.
@Marvoldo584
@Marvoldo584 15 күн бұрын
Why do we need images of the keys? I was doing without them until 20:20 but at that part when i save it without images it just deletes them. Should i just put random images there or i really need to download some real images of the keys. Is it only working like this or is there a real purpose of putting images?
@MrButiier
@MrButiier 4 күн бұрын
Hey! When it comes to setting up controller data, it allows you specify which images to use based on which controller input or mouse/keyboard is being used, so if you wish to have different images for PS5/Xbox/Switch etc then you’d want to put images and put in different options. If you only plan on just supporting one option then you’d don’t really need to worry about that. In this case, Input Action data table setup is the out dated way to use common Ui inputs, I’d suggest taking a look at my new video that cover Common UI with Enhanced Input Actions, it’s a much better option.
@doomstarrobo7807
@doomstarrobo7807 15 күн бұрын
Hey, nice video. Is there a way for the inputs to make the buttons look clicked, like when they're focused? right now when they're assigned an input action, they just sort of trigger the button without any animation.
@MrButiier
@MrButiier 4 күн бұрын
Sorry I’m a bit late! I made quite the blunder in this video and just a mistake on my part :). You can fix this by going into the Button Style Base and changed the "Selected Normal" to have the same tint as the Hovered Tint, this will then fix the issue.
@Legion990
@Legion990 17 күн бұрын
this whole series should be saved somewhere in case the videso get lost, this is amazing
@Tahakhan-rg6tp
@Tahakhan-rg6tp 23 күн бұрын
hey i want to ask u a question that will this Main menu playlist that you have created will it work in Multiplayer game
@MrButiier
@MrButiier 23 күн бұрын
Hey! Unfortunately none of my tutorials are for multiplayer and are not setup for replication.
@Tahakhan-rg6tp
@Tahakhan-rg6tp 23 күн бұрын
its ok they are still great ,learned alot,gratefull hope u make for multiplayer too
@RoeJogan
@RoeJogan 25 күн бұрын
oh nice! I love these videos... Would love to see the UI widget universe get more love. So many possible learning paths
@GrumpyGillsFishing
@GrumpyGillsFishing 26 күн бұрын
thank you, this was loads of help :)
@hamimseater
@hamimseater 27 күн бұрын
Hey, thank you so much for this tutorial. I wonder at 1:01:00 The stacked popup menu... You prevented it to be clicked through by setting the visibility of the top overlay to Visible. In my example it works in the same way (UI_PopupExample), but I'm still able to navigate to the preceding widget (UI_Main) with the gamepad and focus its buttons. Do you have an idea on how to prevent the navigation of the stacked Activatable widget from jumping to the subordinate widget (e.g. when jumping from the ‘Print’ button to one of the tab buttons in the subordinate UI_Main)?
@MrButiier
@MrButiier 4 күн бұрын
Sorry for the delay! Typically you can prevent this from deactivating the previous widget however because the popup was actually associated with the widget, we couldn’t deactivate the other widget. In order to solve this, you would need the popup stack to me associated with the main widget. That way when you deactivate the menu, it would stop the ability of focusing on the background widgets. Would be happy to explain a bit more in my discord if you need some further explanation on how to set that up!
@hamimseater
@hamimseater 4 күн бұрын
Hi, I now prevented the navigation of the Popup widget from going outside by just setting the navigation rule of the widget default settings to stop instead of escape. This way the gamepad-focus stays in the popup.
@MrButiier
@MrButiier 4 күн бұрын
@@hamimseater Ah! Thanks for sharing how you ended up getting it to work.
@tofeelpain
@tofeelpain 28 күн бұрын
I watched this and your Common UI complete guide and still have my ps4 controller unable to navigate menus. It works in-game but as soon a I enter a menu it won't interact/navigate. I can press a button and have the game recognize that a controller is being used and it will focus on the button I set to be focused on but no matter what button I press or how much I move the thumbsticks, nothing happens. I noticed that when you designated gamepad inputs it would use Gamepad ------, but when I designated an input with my controller it would use GenericUSBController ------- instead. If I tried to manually set a gameplay action to Gamepad -------, it would not work in-game. That is the only difference I could see, but I have no clue why this would be causing my controller to not be able to navigate menus at all. Thank you for reading this and I hope you have a solution to my problem
@MrButiier
@MrButiier 28 күн бұрын
Hm there could be many possibilities but common problems are these. The first thing to check which is most common is that if you have input actions that are using the controller inputs keys which are consuming the buttons, this can cause UI data table to not work due to the enhanced input actions. You can try to make sure that the input mode is set to UI Only and see if there is any difference. Other potential is that your project settings are not configured correctly. If the controller data is not properly setup then it will not work. I would also recommend to double check all the settings options Input Data, GameViewport and ControllerData. If you still run into issues, I'd recommend joining the discord so you can provide screenshots/video of your settings and widgets so the community can help troubleshoot a bit more.
@MrButiier
@MrButiier 28 күн бұрын
also as just a recommendation, I'd recommend setting up enhanced input actions for common ui. It's ultimately a better system than the data table. kzbin.info/www/bejne/Z2jRcoWXac-lq8U
@arturkozanowski1499
@arturkozanowski1499 Ай бұрын
Very nice content
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
I wish ue would make a ue for beginners that removes most of the nodes and just gives you the most basic ones and so you can learn to use them and then gradually gave you more nodes as you used the nodes you started with. I always feel so overwhelmed when I look at the list of possible nodes. lol I only know what a few of them actually do.
@MrButiier
@MrButiier Ай бұрын
Definitely! There should be a beginner editor to help slowly introduce sections, that would be amazing to see. UE is just so overwhelming in the beginning for too many people.
@AlexerSalmon
@AlexerSalmon Ай бұрын
You deserve more subscribers, there is not enough tutorials on common ui, really god job man. I will go thru all your videos ;)
@MrButiier
@MrButiier Ай бұрын
Thank you :) I'm always trying to learn more about Common Ui so I can keep the community aware. As long as my videos prove some use to other developers it doesn't matter how many subs i have. Appreciate the support 👻
@nikgiak2994
@nikgiak2994 Ай бұрын
Hey, tyvm for the tutorial! Great info. My only problem is that I need a reverse communication, from the list view widget to the Entry widget (besides the initial one through the creation/Event On List Item Object Set. I was hoping during the 52min you will make a reference about how to do that, but no luck :( I can't seem to find a way to call functions that exist in the entry widget from the list view widget...
@MrButiier
@MrButiier 4 күн бұрын
So sorry for the long wait on the reply! You can get the tab button by going into your widget for the tablist and use the nodes “get tab button base by ID” and “get tab id at index” or use the “get active tab” option. There are a couple nodes you can use to get the buttons or a specific tab you want to use :)
@nikgiak2994
@nikgiak2994 3 күн бұрын
@@MrButiier tyvm!
@Jasonlee-ib4ec
@Jasonlee-ib4ec Ай бұрын
the UI_PopupExample should check "Is Modal", which will avoid open button trigger again in gamepad, checked Stop Action seems no use
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
That’s super useful and just in time for building my inventory system :)
@Yggdrasil777
@Yggdrasil777 Ай бұрын
I will be very interested in seeing how you have done your system. I have worked on this for numerous projects. I am partial to the GameplayTag approach.
@MrButiier
@MrButiier Ай бұрын
Ultimately, I built this for those without coding knowledge so they have an approach to handle stats easier. I personally would go with GAS and modify it to my needs since it has alot of the functionality built already. A friend of mine that im working on a project with has made some pretty nice custom nodes to make blueprints easier for us while using GAS so there's definitely alot out there people could do, but im not ready to share the code on this yet :)
@depralexcrimson
@depralexcrimson Ай бұрын
I can't believe it takes 3 hours in UE5 to do something like this,if you were to make your own engine it would just be a matter of attaching a struct to the player's entity object, like quite literally a minute.
@MrButiier
@MrButiier Ай бұрын
Within blueprints it’s quite the effort, however unreal engine has a plugin you can just turn on that does the same but requires c++ to set up so if you’re talented enough to make an engine then you know how to code enough to setup the plugin lol
@Yggdrasil777
@Yggdrasil777 Ай бұрын
It doesn't really take 3 hours. It takes about an hour, maybe 90 minutes. Shorter if you know what you are doing. Need to remember that a lot of explanation went into the video, thus making it very long.
@jamaalsineke2405
@jamaalsineke2405 Ай бұрын
Domo arigato Monsieur Butier...this is fire your efforts are highly appreciated
@MrButiier
@MrButiier Ай бұрын
Thank you! That means a lot, glad I can provide this to the community and excited to see how people will use it.
@itamihanzo
@itamihanzo Ай бұрын
This is fantastic, so glad to see this channel and the discord community growing I'll be coming back soon, or maybe I'll wait to 5.5 but this is def gonne be my first stop when I do, Keep it up man, you're awsome!
@MrButiier
@MrButiier Ай бұрын
Appreciate it man. You’re definitely missed in the discord, looking forward to you coming back and seeing the Ui you end up creating 🔥
@RoeJogan
@RoeJogan Ай бұрын
Awesome! I love this channel. Content that matters
@MrButiier
@MrButiier Ай бұрын
Always appreciate the support you give in my vids man!
@KostasMachete
@KostasMachete Ай бұрын
I am experimenting on a combination of GAS and a custom component for stats, XP and leveling up. I’ll watch this when I get home cause it might help me
@MrButiier
@MrButiier Ай бұрын
Thanks for taking a look! While you may not need to structure/stats setup within this component, the functions and general concept should be insightful on how you could setup the Attributes within GAS. Although if you know c++, you could minimize the length of alot of these functions 😉
@Drachir08
@Drachir08 Ай бұрын
​@MrButiier do you know GAS?
@MrButiier
@MrButiier Ай бұрын
@@Drachir08 I do, I wouldn't say I'm an expert but this is basically a simplified blueprint replacement. If you understand enough c++ to use GAS then I would still recommend GAS since its built from Epic however this video can still teach the "how" on setting up related stats/scaling etc. 😉
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
❤ found it! :)
@MrButiier
@MrButiier Ай бұрын
Luckily you didn't even have to wait a full 24 hours 🤩
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
@@MrButiier I know it! lol I tried to modify the last one as I was building it to work a little different and I almost got it working right. This one seems like it will work almost exactly how I was trying to set up the other one.
@MrButiier
@MrButiier Ай бұрын
Haha! Exactly why I tried to push you to this one, hope you enjoy the video!
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
@@MrButiierI certainly am. I’ve almost made it through it. I’m so glad you made it in chapters because it gave me a few good stopping points to get a few errands done
@MrButiier
@MrButiier Ай бұрын
@@GrumpyGillsFishing Honestly, really happy to hear that. I did my best to make this video very similar to how a "course" would set things up so people wouldn't have to sit and watch 3 hours straight and not know where to find things.
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
So in my stat widget I’m going to try to include attribute points that you can spend on the “primary stats” instead of having them based off your level. I think I can do it by subtracting 1 from the attribute point stat and adding 1 to the chosen “primary stat”. Not sure if it’s gonna work that easy yet but in theory it sounds right
@MrButiier
@MrButiier Ай бұрын
Yeah that is definitely possible and it is about as simple as you stated, you’re able to subtract from attribute points and then when attribute is zero then just disable whatever buttons you have set etc. it’s covered a bit ahead of this video but it’s great to see you basically skipping ahead without knowing you are 😂
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
@@MrButiieroh sweet! I had no idea you were going to cover it. I’m having an issue maybe you could help me figure out. I’ll try to keep this short. I’m starting health is 10.3, I add a point into vitality it should go up to 10.6 but instead it goes to 10.9 and then when I level up it goes back down to 10.6. That happens every time I add a point into vitality. I’m not sure what’s going on.
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
So if I wanted I could make a primary stat for attribute points, and use those as a way to increase?
@MrButiier
@MrButiier Ай бұрын
yep! You can have a stat that is used to as attribute points. I believe i cover this in part 6 of this series however I also have a new Stat System coming out tomorrow to the public! It simplifies this series immensely, adds more functionality and puts it all together in 1 video instead of a multipart series. I highly recommend to check out that video when it releases tomorrow or join the membership to get access now. Either way, the new system will be much better.
@GrumpyGillsFishing
@GrumpyGillsFishing Ай бұрын
@@MrButiieroh man I can’t wait!
@mrgamerandfriends5793
@mrgamerandfriends5793 Ай бұрын
for some reason some of my collectables delete themselves after i save and load but when i start collecting more they dont delete themselfs anymore
@mrgamerandfriends5793
@mrgamerandfriends5793 Ай бұрын
ok it seems to break when i save it and laod the game when im not looking at them
@MrButiier
@MrButiier Ай бұрын
It sounds like your delete function isn't properly being called at the beginning of opening the level. In this video i do that within the Game Instance which occurs when the game starts, I'd recommend trying to call the remove function within the level blueprint at the beginning of the level and see if that changes anything. However as far as the system breaking when not looking at them, this system I made in the video doesn't use any type of perception of sight so that would not impact anything unless its specifically a game mechanic of your game.
@ryanjdevlin87
@ryanjdevlin87 Ай бұрын
Wow never seem this one before ! Very very nice ty
@RoeJogan
@RoeJogan Ай бұрын
If you know you are going to have 100s of different characters/creatures is it better to do it with a struct and data table vs Data assets?
@MrButiier
@MrButiier Ай бұрын
It depends on the intended use honestly, either or could be suitable however data assets may be easier to utilize to spawn creatures into the world so you don’t have to iterate through a data table with hundreds of lines. However like I said it depends on the “how” you use them
@RoeJogan
@RoeJogan Ай бұрын
@@MrButiier yeah a bit to tricky to describe here.. with how I intend to use this. I will take it to the Discord server. Been enjoying the video playlists.
@MrButiier
@MrButiier Ай бұрын
@@RoeJogan Oh great to have you join the discord! Glad you're enjoying the playlists, I spent some time 3 weeks ago adjusting all the playlists videos so i did it just in time for you haha
@RoeJogan
@RoeJogan Ай бұрын
These are so great! There was just one thing that made it confusing.... Whats the deal with red squares on the event nodes? And there is one with some other icon..like it needs power or something
@MrButiier
@MrButiier Ай бұрын
Ooo! Those red dots tie into a feature called "Event Dispatchers", when you bind an event to another event. That is slightly more advanced than what this video wanted to cover.
@RoeJogan
@RoeJogan Ай бұрын
Amazing! looking forward to the next one. Curious how the map thing works with the forloop
@RoeJogan
@RoeJogan Ай бұрын
This was super informative. Thank you for this tip!
@requiemsd
@requiemsd Ай бұрын
Amazing content! I'm learning all about common ui with your tutorials! Is there any way to control cursor with gamepad that you have found?
@MrButiier
@MrButiier Ай бұрын
There's definitely ways to do so, I currently haven't created any tutorials myself or expand on the feature. CommonUI specifically is a bit annoying and requires using a console command to make mouse appear when using gamepad but otherwise controlling the mouse with keyboard I would imagine is just an input action set up with annoying math. Now that you mentioned it, I'll probably take a look to see what I could whip up lol
@requiemsd
@requiemsd Ай бұрын
@@MrButiier Yeah, i'm getting into commonUI, and really liked how it works well between controller/pc. But the "cursor controller" is something weeks in I couldn't get a good result without messing up the whole commonUI. There are lots of alternatives without it, and it's not difficult with EnhancedInput, but common UI messes it badly
@RoeJogan
@RoeJogan Ай бұрын
looking forward to this video!
@RoeJogan
@RoeJogan Ай бұрын
Is it one saved game object that stores everything.. or is it one per object?
@MrButiier
@MrButiier Ай бұрын
You can do either option depending on what you’re trying to use it for so it’s flexible :)