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@fotuoh
@fotuoh 5 күн бұрын
This is by far the BEST and most COMPREHENSIVE video about UE UI. Unreal should pay you for this hard work. Thank you so much for creating this video and sharing you knowledge with us.
@realgermankid
@realgermankid 29 күн бұрын
c++!
@gonzalolinanaldana3949
@gonzalolinanaldana3949 2 ай бұрын
Great video this is just what i needed thanks a lot!!!!
@BenMiller-l5u
@BenMiller-l5u 3 ай бұрын
An excellent tutorial! I love how it gets straight to the important stuff. Thank you!
@disasterChildPo
@disasterChildPo 5 ай бұрын
When I create a child class (a blueprint) of a widget(cpp), there is no design mode. Help me please! udp: I found a solution: I need to create a child blueprint from a child blueprint)))) udp2: It doesn't work. I get 2 errors: A required widget binding "MyProgressBar" of type Progress Bar was not found. A required widget binding "MyProgressBar" of type Progress Bar was not found. udp3: it turns out that you need to create in a certain way. Not rnb and create a child from cp, but rmb by content browser and create BP from cpp class. And so everything worked. Thanks to the author for the video
@jorbascrumps
@jorbascrumps 5 ай бұрын
Thank you! This was exactly what I needed to debug an input issue on my UI.
@jordan_irl
@jordan_irl 6 ай бұрын
thanks!
@marcapouli7805
@marcapouli7805 8 ай бұрын
I was looking on how to create widget in c++, unfortunately at the end you do it in blueprint (the "CreateWidget" function in the controller)...I can't believe there is no documentation, gpt4 doesn't know either. Stuck for days with something that literally takes 10 seconds in blueprint...
@garrcogames
@garrcogames 9 ай бұрын
Thank you!
@АндрейАнлавович
@АндрейАнлавович 10 ай бұрын
hello, if there is a way to create widget in widgettree in NativePreConstruct? tried this code: if (!createdDefault) { UWidgetBlueprintGeneratedClass* widgetBlueprintGeneratedClass = Cast<UWidgetBlueprintGeneratedClass>(GetClass()); UPackage* package = widgetBlueprintGeneratedClass->GetPackage(); UWidgetBlueprint* mainAsset = Cast<UWidgetBlueprint>(package->FindAssetInPackage()); dropdown = mainAsset->WidgetTree->ConstructWidget<UComboBoxString>(); mainAsset->WidgetTree->RootWidget = dropdown.Get(); mainAsset->Modify(); createdDefault = true; FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(mainAsset); } but when i create blueprint subclass of c++ class, this code seems like runs endlessly.
@bibCorp
@bibCorp 11 ай бұрын
is there any reason this could not be edited before uploading it?
@ethanwasme4307
@ethanwasme4307 7 ай бұрын
smoke some weed and chill out for 40
@CHASA
@CHASA Жыл бұрын
Your mic is so low, can't hear anything!!
@TorQueMoD
@TorQueMoD Жыл бұрын
Awesome video! Thanks so much for this. I didn't even know there was a way to debug widgets until now.
@JoblessJoshua
@JoblessJoshua Жыл бұрын
I can't get SetBrushFromTexture, only SetBrushToTexture. This is with a Texture 2d in UE 5.3. Trying to do the part at 35:30 Edit: I'm dumb. I was dragging in the argument Texture2d, instead of the variable of the Icon itself
@nfrancisj2122
@nfrancisj2122 Жыл бұрын
i worked on Spyro, it was not a simple action game. 😆 Great presentation! Thanks!
@arrowsdev
@arrowsdev Жыл бұрын
thanks for the effort man , very useful stuff
@ethanwasme4307
@ethanwasme4307 7 ай бұрын
i was so scared I would have to do this in the dark
@arrowsdev
@arrowsdev 7 ай бұрын
@@ethanwasme4307 XDD i wish now you are good
@GarethNN
@GarethNN Жыл бұрын
Really great discussion, super informative! Do the other folks who took part have channels I could follow?
@李佳奇-w9z
@李佳奇-w9z Жыл бұрын
Hi Ben! I want to ask about can I use the slate to build the user interface like sidebar in unreal engine.
@李佳奇-w9z
@李佳奇-w9z Жыл бұрын
Hi Ben! I want to ask about can I use the slate to build the user interface like sidebar in unreal engine.
@manasjoshi2939
@manasjoshi2939 Жыл бұрын
Great tutorial thank you so much🙌
@SerjSam
@SerjSam Жыл бұрын
Please tell me how to make the font size always default? How to save the font size (Applivation Scale) setting? That is, so that each new project opens with the selected font size?
@RolyPolyGames
@RolyPolyGames Жыл бұрын
I cannot believe this exists I am so glad it does. I googled everywhere for "Can I debug a widget UI or a UMG UI in editor?" And was turning up blanks. This thing is a LIFESAVER. Found a bug super quick.
@PeterWitham
@PeterWitham Жыл бұрын
I learned so much about UI in the Unreal Engine, thank you so much for making this and putting it out there.
@ЮраНедашковский-г7ш
@ЮраНедашковский-г7ш Жыл бұрын
Have a problem : I created a cube over which there should be a widget. So, when I add a widget in the actor blueprint based on my UWidgetComponent, the widget's text is not above the mesh. But when I separately added the blueprint widget, it was placed clearly above the mesh. Who knows the reason why the text is not over the cube?
@Pixelarkid
@Pixelarkid Жыл бұрын
The transition of UE4 to UE5 was so easy! Good Video Ben ! :D
@kalleskit
@kalleskit Жыл бұрын
You've earned yourself a subscriber. Tack!
@barsam2a
@barsam2a 2 жыл бұрын
How can I save the Widget Reflector scale after restarting the Editor?
@siete-g4971
@siete-g4971 2 жыл бұрын
excellent, I tried and works perfect, thanks
@gamedebix
@gamedebix 2 жыл бұрын
Hey ben
@UnleashedCode
@UnleashedCode 2 жыл бұрын
You are literally the only person who explains how to do this logic tying it in to blueprint..... Thank you for the video.
@hyjarion6972
@hyjarion6972 2 жыл бұрын
Thank you very much!
@SuperCoolHandle94
@SuperCoolHandle94 2 жыл бұрын
Ben you handsome lil man, i love you! thanks alot for the tut an your online documentation you do yourself, you're awesome
@NicoleSummer8
@NicoleSummer8 2 жыл бұрын
More C++ tutorials, please!
@pierre606
@pierre606 2 жыл бұрын
Wow! Thank you. I spent the last two days trying to find how to create a C++ Slate Widget and then ran across your tutorial. I'm a C++ programmer who has created many C++ source files that communicate over the network, so I'm very fluent on how to come in and out of blueprints. Slate is a bit of a different animal on how it communicates to widget blueprint classes. I have to say, you have the best tutorial out of the entire youtube group. This was the start I needed. I now know how the blueprints and slates communicate.
@tommiemartin1596
@tommiemartin1596 2 жыл бұрын
Amazing! this saved me lots of time, just learned that size boxes can scale the contents of uniform grid panels overriding desired size.👏
@Kimanox
@Kimanox 2 жыл бұрын
Thank you for the tutorial 👍🏼 one question: how do I access the Button Events in the UI blueprint?
@Zer0Flash
@Zer0Flash 2 жыл бұрын
this is perfect thanks a lot
@skeletony7515
@skeletony7515 2 жыл бұрын
Ты крутой
@diliupg
@diliupg 2 жыл бұрын
When I click on a file in the source section in the window I get a message saying file could not be found in the X:/Build/++UE4/Sync/Engine/Source/Developer/SlateReflector/Private/Widgets/SWidgetReflector.cpp. But when I did a search in the UE4 install folder I found the file in the D:/Engine/Source/Developer/SlateReflector/Private/Widgets/ folder. Why is that? I want to set the Application scale size to less than one. Can I do that here? It's a real pain to change the size everytime I load the project. Thanks for this video. :)
@phanuwatchalee8690
@phanuwatchalee8690 2 жыл бұрын
Is there anyone who knows how to set up Visual Studio and get a similar look as in the video?
@workflowinmind
@workflowinmind 2 жыл бұрын
33:10 is what I was looking for!
@workflowinmind
@workflowinmind 2 жыл бұрын
34:58 I would highly recommend using bindings for that, thanks for the video, I needed a refresher
@SoaringSimulator
@SoaringSimulator 2 жыл бұрын
Awesome; Tutorial about Vertion control for Unreal Engine 5? Plastic for example
@DitongoCrescente
@DitongoCrescente 2 жыл бұрын
Good evening, I'm looking for more information about the carousels configuration in the Common UI Editor, can you point me to some reference?
@v1vendi
@v1vendi 2 жыл бұрын
We had quite an interesting solution in my team. All the balancing data (abilities params, speeds, etc) was stored as JSON on a separate web server, and it was downloaded and parsed every time a game started. We could tune this params in realtime, and didn't need to recompile the deployed game with new params, just restart the match. Also it helped us maintain multiple presets of game params and switch between them during tests easily. There was only a problem with versioning data, because we didn't store it in VCS, but currently I think that the best option is storing a JSON in repository, load it to some external server on startup/deploy and then read the data from the network, still with option to edit it online
@v1vendi
@v1vendi 2 жыл бұрын
Also for editing JSON we made quite a simple tool, that generates HTML form for any JSON on the fly. No validation, but it took around 2-3 days to develop and quite easy to maintain and extend
@ThePseudologos
@ThePseudologos 2 жыл бұрын
@@v1vendi Sounds very useful. Would be very interested to hear how you get the data back into unreal properties. a) How do you identify the target of the data (e.g. abilities are UObjects so how would that work) b) How do you set individual properties or do you invert the process everything knows how to read its properties and on startup parses the JSON?
@v1vendi
@v1vendi 2 жыл бұрын
@@ThePseudologos so basically, there's one huge USTRUCT, and a subsystem, that stores current selected preset id (default is stored in .ini), and requests one large JSON from web server on game server startup. This JSON gets parsed with FJsonObjectConverter::JsonObjectStringToUStruct and stored in subsystem property Every ability, or any other configurable thing (character speed, jump height, weapon fire rate) gets a property directly from subsystem in blueprints or in cpp: MyConfigSybsystem->GetCurrentPreset()->AbilityParams->MyAwesomeAbility->BananasPerSecond On testing clients there's also a trivial UI dropdown where you can switch selected preset (rpc to server), and server calls an event that notifies abilities and other actors about config change. Change can be even done realtime without match restart, but more cleanup and update logic is too much overhead for a testing feature, so we just restart the match
@sebastianavena
@sebastianavena Жыл бұрын
Thanks for sharing this, I'm taking the same approach and it's nice to have an actual experience from people that did the same :)
@benjaminnguyen554
@benjaminnguyen554 2 жыл бұрын
Hi, I am very curious as to what hotkeys you pressed to add #include parts of your code to the top of the file at 8:32 ?
@zuppaman
@zuppaman 2 жыл бұрын
Was looking for the same. So far I discovered if you press alt + shift + f10 when hovering a unknown class you get the include options Also you could right click on the unknown class and add it with the refactor menu. It's both not the same as in the video but works.
@Mayuzawa3
@Mayuzawa3 2 жыл бұрын
Thanks for the tutorial, it really helped me. I'm subscribing for more new content! :)
@adeelyaqoobjanjua7212
@adeelyaqoobjanjua7212 2 жыл бұрын
Quality tutorials, <3
@LordDrw
@LordDrw 2 жыл бұрын
thank you
@ПавелТектов-р1л
@ПавелТектов-р1л 2 жыл бұрын
Thank you very much, that helped a lot!
@digimikeh
@digimikeh 2 жыл бұрын
thank you.. i did not see how you assign RandomNumberLabel variable, is it somehow internally assigned ?