Nice hehe. Love the dogs creepily floating around. Instant sub! Love the way you explain the concepts and then get into the code.
@olinolmstead44903 жыл бұрын
Exactly what I was looking for. UI progress bar using C++. Thank you!
@igotbit94542 жыл бұрын
THANK YOU SO MUCH you have no idea how hard it's been to find this info. instant sub.
@randomstuff76803 жыл бұрын
Thanks for the Bind meta specifier. Didn't notice that and was usually using an additional function to initialize references from blueprint to code.
@doug_richardson4 жыл бұрын
Nice, I didn't know about UWidgetComponent. Thanks Ben!
@martinaedma3 жыл бұрын
I wanted to implement Floating Combat Text and I was just seeing Blueprint tutorials everywhere ... I do not like Blueprints and prefer to write C++ code as much as possible. I was able to get a basic version going following this tutorial. Thank you!
@gonzalolinanaldana39492 ай бұрын
Great video this is just what i needed thanks a lot!!!!
@damiantomczak52864 жыл бұрын
I have a problem :( exactly with obejctinitializer.. Can you explain? After add const FObjectInitializer& ObjectInitializer to class, my project breaking down. Edit the problem is solved: I added a widget to the component which was not appeared on the scene.
@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?
@PaulGestwicki3 жыл бұрын
Thanks for the tutorial, Ben. Does the process you show here represent your normal workflow between C++ and the UE4 Editor? That is, are you normally starting from C++ and then relaunching the editor?
@benui3 жыл бұрын
Yeah I usually start from C++ because I have a visual spec from the art director. But it's totally possible to start with the BP, then make the C++ and reparent the BP.
@avokadoyazilim32293 жыл бұрын
Thank you!
@adeelyaqoobjanjua72122 жыл бұрын
Quality tutorials,
@malinroot3 жыл бұрын
So cool 👍👍👍👍👍👍
@ПавелТектов-р1л2 жыл бұрын
Thank you very much, that helped a lot!
@migatocomeoscuridad2 жыл бұрын
Great tutorial, but I found it confusing at some points because I have never owned visual assist as I cannot pay for it, so some of the shortcuts you used made me confused for a while such as including header files in one click. straight to the point and there wasn't any time wasting, thx a lot for tutorial
@pro.giciel90842 жыл бұрын
You can have a permanent free trial by deleting 2 files that VA track to check if your trial is over. I have a script that automatically deletes them to restart my trial version. It's been a year and I still have Visual Assist
@pro.giciel90842 жыл бұрын
In your User Temp directory delete file 1489AFE4.TMP and remove the registery key HKEY_CURRENT_USER\SOFTWARE\Licenses
@pro.giciel90842 жыл бұрын
@echo off set tempfile="%temp%\1489AFE4.TMP" set regkey=HKEY_CURRENT_USER\SOFTWARE\Licenses set has_error=0 tasklist | find /I "devenv.exe" > NUL if %errorlevel% == 0 ( echo Please close Visual Studio and try again. exit /B 1 ) echo. echo Resetting Visual Assist X trial period echo Deleting registry key %regkey% ... reg delete %regkey% /f if %errorlevel% == 1 ( echo Registry key was not deleted. set has_error=1 ) echo. echo Deleting temporary file %tempfile% ... del %tempfile%>NUL echo. if %has_error% == 0 ( echo Done. Visual Assist X should have forgotten about your trial period now. ) else ( echo Done. However, maybe not everything worked out right. ) exit /B %has_error%
@Zer0Flash2 жыл бұрын
this is perfect thanks a lot
@KUNALSINGH-zk8su3 жыл бұрын
Hi, can you reply to me...I want to know is it a good idea to put changes in nativeTick ....like in the blueprint we create a bind but I don't think it is called in every tick. Nice work man thankyou
@benui3 жыл бұрын
Hiya! Bindings that are shown next to properties are called every frame, the same as NativeTick, but are less flexible for changing the tick rate and are kind of deprecated. I would recommend using NativeTick to start with and optimising later. Or if you're comfortable with delegates you could make sure that what you need to update is only called through them. It really depends on your usage.
@KUNALSINGH-zk8su3 жыл бұрын
@@benui thank you. I do have to learn delegates
@vexedev3 жыл бұрын
Hey man, love your tutorials! Would love to see a video on how to move things in UMG. e.g. you collect coins and coins fly in the HUD to your coin status/icon and it pops/flashes or something. Or say you have an inventory grid of items, and as you select different items a 'selector' box appears on the inventory slot indicating which slot is focused. I found it really awkward coming from Unity to Unreal that you can't just set position of things in UI without them being parented to a Canvas Panel, so was really curious how people do these kind of things, Thanks!
@benui3 жыл бұрын
That's a good question. For moving stuff in screen-space I guess you could do it in one of two ways: a) Parent everything you need to move to a Canvas Panel that is set to fill the screen (like you said) or b) Maybe you could use the Transform: Offset property to change the position of stuff to move it around the screen. For example you can get its current position on-screen, then calculate where you want it to be and change its transform offset to tween it. The benefits/drawbacks of a/b b - I think culling works based on where the widget is originally, not counting the transformed position, so it could get culled by accident. b - You're not restricted by hierarchy so you can move stuff even if it's nested quite deep in things a - is pretty simple, less calculation and messing with screen-space stuff
@kentuckyvapors4643 жыл бұрын
I have a unresolved link error when trying to create a reference to UWidgetComponent. Any ideas to fix this?
@brycegeurts334511 ай бұрын
add UMG to build.cs file
@Just129653 жыл бұрын
Thanks!
@disasterChildPo5 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