UE5 UI Tutorial: Creating a Search Bar
28:43
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@Athurito
@Athurito 2 сағат бұрын
my button icons are not showing i rewatched everthing but it doesnt work i created a new project and started from scratch but it will not work idk why changed viewport, controller data, enabled commonui plugin created inputdata i tried it with enhanced input and datatable but it still wont work
@smarton1600
@smarton1600 6 сағат бұрын
Amazing and informative video! Thank you for the effort. Is this something you have deduced yourself or did you get this info through the documentation or on any blog article, by chance? Would you care to share for learning?
@GAMERSMOBILE
@GAMERSMOBILE Күн бұрын
can the stats be used for objects like tiles and objects other than player or ai?
@MrButiier
@MrButiier Күн бұрын
It could however it may be better to implement something a bit more simple for things like tiles/objects unless you're looking to do calculations based on armor etc. Stationary or environment objects typically would just need a health value.
@thomaswojewodka6480
@thomaswojewodka6480 3 күн бұрын
Thanks :)
@StilesThePirate
@StilesThePirate 4 күн бұрын
Great video! Learning widgets has been a real struggle for me. Trying to get multiple systems widgets to not mess with one another has been a real headache and your videos have been very helpful. Thank you so much and keep them coming!
@jingjingmannen
@jingjingmannen 6 күн бұрын
Great, thanks!
@nevfelemrecicek
@nevfelemrecicek 7 күн бұрын
11:04 How did you get the keys' textures?
@MrButiier
@MrButiier 6 күн бұрын
Hey! It's in the description of the video called "Xelu's FREE Controller Prompts"
@nevfelemrecicek
@nevfelemrecicek 6 күн бұрын
@@MrButiier Thanks
@Athurito
@Athurito 9 күн бұрын
why you dont use "Get Supported Fullscreen Resolutions" for filling up the resolution dropdown?
@MrButiier
@MrButiier 8 күн бұрын
It would depend on how much control you would want within your game's resolution, due to the way UI shrinks and enlarges based on resolution. This just allows you full control over specifying resolutions you will allow in the game. You could still use "Get Supported Fullscreen Resolutions" then simply filter to make sure the X/Y of the resolution is not larger or smaller than what you would want to support in your game, this option does provide a variety of different resolutions for the player however as a dev, you would want to make sure you test as many variety resolutions as you can when doing it this way to make sure the Ui in the game does not get messed up. This way would still be perfectly acceptable and does provide the user more options! It just requires a bit more thorough debugging.
@Athurito
@Athurito 8 күн бұрын
@@MrButiier nice explanation thank you sir
@YoutubeAccountMan
@YoutubeAccountMan 9 күн бұрын
Another great video, but a couple of notes on the audio section I just watched. You want BindOnValueChanged event called at the beginning of EventConstruct because there's never a case where you do not want to bind them. It's easier to just do it before anything else happens so you don't need to call it twice later. Never drag off of a setter node. It's bad practice for exactly the reason you saw at 27:10. There's also a whole host of other issues that can SwitchToAudio is unnecessary, that's literally EventConstruct. This is another reason you should use scripts and editing instead of winging it. Your sliders should just do 0 to 1 like the default slider values because multiplying by 100 accomplishes nothing and requires more nodes later.
@MrButiier
@MrButiier 9 күн бұрын
Thanks for the input and sharing for everyone else in the future 👏 I like to set the sliders 0-100 so that in the future i can display text from 0-100 instead of 0.0-1.0 as a personal preference.
@MrButiier
@MrButiier 9 күн бұрын
Also when it comes to deactivating and reactivating you need to recall the information based on what I have set up in the video. So just construct does not recall the information, I found some issues with that during the time of filming and that solved it. At this time I could remake this into something better structured but this still helps showcase functionalities and how to do it :)
@YoutubeAccountMan
@YoutubeAccountMan 9 күн бұрын
Very informative video, but you could really use a script and editing instead of this do-it-on-the-fly style. There's a good 10-15% of time wasted here by mistakes you've made, pausing to figure yourself out, etc. Duplicating widgets and then deleting things was actually taking you more time than just creating a new one from scratch, especially when all you kept was a border. I would also spend WAY less time fixing the looks. Your main colors are already ridiculous greens and blues, visual style is not why we're coming to this video. Focus on the content. I think you could start getting a lot of subs, especially around Common UI if you increase the quality of these videos.
@MrButiier
@MrButiier 9 күн бұрын
I appreciate the honest feedback and for you to take the time to critique the video I’d like to clarify I do not script or edit much or anything at all intentionally, as this is the style I enjoy the most and keeps me making videos. I prefer to communicate and showcase as I do, mistakes occur and I want my viewers to see this as well. I enjoy learning and sharing unreal with everyone and will keep this as enjoyable as I can to continue my KZfaq. The style may not be for everyone and that’s quite alright.
@Hanehane982
@Hanehane982 10 күн бұрын
I draged in images in my CommonWidgetCarousel but nothing shows up : not in the designer viewport and not in the game. When select the image the boarder suggests that it's right there filling the carousel but I just can not see it. This won't happen with CommonVisibilitySwitcher though ...Has anyone experienced this? Please helllllp I'm using ue 5.0
@MrButiier
@MrButiier 7 күн бұрын
I’m installing UE5.0 to take a look right now and will respond either later today or tomorrow 🫡
@ParikshitBhujbal
@ParikshitBhujbal 11 күн бұрын
So if you wanted to send name from Orb to 3rdpc , you only need to implement the interface in the 3rdpc and not the Orb itself, right?
@MrButiier
@MrButiier 11 күн бұрын
Correct! You only need to implement the interface in the blueprint that is require to receive the messages.
@rem3072
@rem3072 11 күн бұрын
Yeah !!! New video. This made my day thank you for all your awesome content. Thanks to channels like this I was able to push through and make a simple game in UE. Thank you for helping all aspiring game developers.
@MrButiier
@MrButiier 11 күн бұрын
Love to hear it! Happy to help all devs 💪
@Athurito
@Athurito 11 күн бұрын
Love your videos how about doing some tutorial CommonUI with Enhanced Input
@MrButiier
@MrButiier 11 күн бұрын
This is on the radar to do as well 😉
@C.C.C
@C.C.C 16 күн бұрын
Found a better way. In the Interface: create the function PreviousMenuRef with a Input of Widget Object Reference (I called it PreviousWidget). In the stack: convert the push events to functions so you can return the pushed widget. In the MainMenu widget : on play and quit clicked event, after PushPopup, call PreviousMenuRef (the interface one) with the return from the push as the target and self as the in variable (PreviousWidget). Then call SetIsEnabled on self to false, thus disabling the mainmenu instead of deactivating it. In the button menus (Quit and Play): Implement the PreviousMenuRef from the interface promoting the PreviousWidget return to a variable. In the event call (No, OnHandleBackAction) after DeactivateWidget on self, call SetIsEnabled on the promoted variable (PreviousWidget). With this, when the popup is shown, the mainmenu is the previous and is disabled, still visible but disabled. Upon clicking no or back (my back was not working at all at the time of testing, but should be the same), the popup is deactivated and the mainmenu is reenabled.
@itziaretayo
@itziaretayo 18 күн бұрын
Thank you so much! It worked on my archviz project!
@foolishkoru7197
@foolishkoru7197 18 күн бұрын
Please explain the gaps, when you say things like beginner friendly and then tell me to already have a blend space created, I need to go somewhere else and find a different youtuber to explain this stuff to me and you lose my interest. I don't even have crouch animations in my Unreal like it seems to be default but I don't see them in my folders, and I can't seem to find any thing that explains why.
@MrButiier
@MrButiier 18 күн бұрын
Hello! I do not provide Animations nor provide the assumption that I will provide any or teach how to create animations. The blend space in this video is from the free Epic pack and is only used as an example: marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/animation-starter-pack. This video is to strictly show how to set up the technical portions of couching that other tutorials have left out. At this time, I would recommend to learn "Motion Matching" instead if you're using UE5.4 demonstrated in Epics sample here: marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/game-animation-sample
@smarton1600
@smarton1600 18 күн бұрын
Hey, let's say I want the thumbstick of the gamepad t be able to move in the main menu. So far I tried everything but the mouse cursor vanishes. Can you see if you have a handy way to make that work maybe? The answer is not input type I think and also not "show mouse cursor bool true". Thanks a million for any answer! :)
@smarton1600
@smarton1600 18 күн бұрын
PS: I am using enhanced input.
@MrButiier
@MrButiier 14 күн бұрын
Ah I know exactly the issue, I'm currently looking into what would be a great blueprint solution and will follow up on this comment once I have one. Only responding since its been 4 days and don't want you to feel forgotten :)
@smarton1600
@smarton1600 12 күн бұрын
@@MrButiier Thanks a million for even considering looking into it!
@smarton1600
@smarton1600 8 күн бұрын
For future reference if anyone struggles with this issue; use the following console commands when/where needed: CommonUI.AlwaysShowCursor true/false AND CommonInput.EnableGamepadPlatformCursor true
@MrButiier
@MrButiier 8 күн бұрын
​@@smarton1600 Thanks for following up here and sharing the solution until one in blueprints directly is available.
@foolishkoru7197
@foolishkoru7197 18 күн бұрын
Great stuff but please slow down some of your input actions as a new user of unreal I have to figure out exactly what you're clicking and many times you go too fast for me to follow along ^_^
@thomaswojewodka6480
@thomaswojewodka6480 22 күн бұрын
Couldn't watch live, But still a good watch :).
@gosti_fr6106
@gosti_fr6106 22 күн бұрын
Cool video, thank you :)
@t3hpwninat0r
@t3hpwninat0r 23 күн бұрын
There is a node called "Get Supported Fullscreen Resolutions" which returns an array of Int Point Structs 😉
@KoraOnEarth
@KoraOnEarth 23 күн бұрын
Thank you so much for the video!
@MrButiier
@MrButiier 23 күн бұрын
Hi Kora! 1. I would still highly recommend using Common UI in a project with keyboard/mouse only, the ability to add styles in widgets is extremely useful. Just under the settings of Common UI -> Platform Input -> Select whichever platform you're trying to support -> turn off "Supports Gamepad. 2. This one is a bit tricky, I haven't released a video of a solution to 100% cover ideal mouse/keyboard functionality but it is a solution right now that still does 95% of the job. I go over here here: kzfaq.info/get/bejne/l6qfga-qurzdYqM.html
@t3hpwninat0r
@t3hpwninat0r 24 күн бұрын
A tip for making nice looking blueprint nodes from functions or macros: When you are editing a macro or function, click on the input node and look at the details panel. There two really nice options here "Compact Node Title" (macros and functions) and "Pure" (functions only). A pure function is one that can take an input (or not) and return an output, but does not have any side effects (meaning it doesn't change any variables or trigger any events outside of the function). Ticking the box for "pure" removes the execute pins from the function so you don't have to hook them up in your blueprints. If you also type something in the "Compact Node Title" box, the whole node changes to the compact style like the "==" node. I use this for things that are calculated from other things but not quite those things. For example if you have max health and current health you can make a pure function that returns the percentage of health as a 0-1 float (for things like a progress bar widget) by making a function which just does current health divide by max health, mark is as pure and put "Health%" in the "Compact Node Title". Now when you drag it onto a node graph it's just "Health%" with an output value pin and nothing else.
@CGSky
@CGSky 28 күн бұрын
Wouldn't it be easier to fix the mouse hover issue by disabling the mouse (similarly to what happens when using controller) and then re-enabling it as soon as the user moves it? Either way, thanks for the tutorial. Bit of a hacky solution that doesn't work super well unfortunately.
@MrButiier
@MrButiier 27 күн бұрын
The issue I found with this was the keyboard didn’t work well with it either; I’m completely open to a better route, I couldn’t find a full working solution in blueprints anywhere but wanted to share this until I find one.
@CGSky
@CGSky 26 күн бұрын
I found a solution but it's a bit tough to explain in text. I could send you a screenshot if you're interested. It's largely based on your approach though, so thanks for that!
@MrButiier
@MrButiier 25 күн бұрын
@@CGSky I'd love to see it! I'd love to know for my own sake too haha. Glad I was able to help steer you in some direction, Common UI has been rather difficult to deal with while handling keyboard functionality.
@Cloroqx
@Cloroqx 5 күн бұрын
@@CGSky Any update on this?
@aleca8910
@aleca8910 28 күн бұрын
Very interesting. Thank you very much for this guide. You are my main reference for UI topics.
@nillxskill7229
@nillxskill7229 28 күн бұрын
👏👏👏
@MrButiier
@MrButiier 28 күн бұрын
Any of UI features you’d like to see? Let me know!
@KonanFlower
@KonanFlower 16 күн бұрын
Can you make a slider thats usable with a controller?
@ryanjdevlin87
@ryanjdevlin87 11 күн бұрын
@@KonanFlower set a ref to the slider when its "added to focus path", if valid capture the right stick value and adjust the slider.
@CGSky
@CGSky 28 күн бұрын
Your common UI tutorials are the best out there. Super helpful! Thanks for laying everything out so clearly.
@MrButiier
@MrButiier 28 күн бұрын
Appreciate the support from a fellow dev!
@NavarroCol
@NavarroCol 28 күн бұрын
Thank you very much for the tutorial, I followed everything, now I will try to Adapt to my project :D
@NavarroCol
@NavarroCol 25 күн бұрын
it was a success, A lit bit of work but work flawless, now to the attack system, Thank you very much again
@HaoAi-1992
@HaoAi-1992 29 күн бұрын
Thank you very much, the tutorial is very friendly to newcomers。
@MgamingStudios
@MgamingStudios Ай бұрын
Thank you for these monthly free asset reviews ❤❤🎉🙌🙌
@ryanjdevlin87
@ryanjdevlin87 Ай бұрын
That char system is terrible super outdated and hard refs everywhere, not modular atall
@MrButiier
@MrButiier Ай бұрын
That's kinda what I thought, it was pretty bad when reviewing lol
@thomaswojewodka6480
@thomaswojewodka6480 Ай бұрын
Nice
@HaoAi-1992
@HaoAi-1992 Ай бұрын
PushWidget every call to create multiple separate wbp_mainmenu UCommonActivatableWidget: : bAutoRestoreFocus will not take effect
@MrButiier
@MrButiier Ай бұрын
Not sure what you're looking for in this comment however make sure to not push main menu widget if it is also the root widget. That could create duplicates however if you have a specific issue. Feel free to add context on whats happening.
@HaoAi-1992
@HaoAi-1992 Ай бұрын
WBP_ButtonMenu: :AutoRestoreFocus to true is ineffective, because in the WBP_MainMenu setting the Get Desired Focus Target setting for PlayUI.
@thomaswojewodka6480
@thomaswojewodka6480 Ай бұрын
Thanks for the Tutorials :)
@nillxskill7229
@nillxskill7229 Ай бұрын
😍😍😍
@unsupporteddevice
@unsupporteddevice Ай бұрын
I dont seem to have "Game - Common Input Settings" in my project settings, or "CommonGameViewportClient" in the default classes. How do i get them?
@MrButiier
@MrButiier Ай бұрын
Ah! Make sure to turn on the plugin "Common Ui", these are automatically included when adding the plugin
@unsupporteddevice
@unsupporteddevice Ай бұрын
​@@MrButiier oh! thank you so much
@ryanjdevlin87
@ryanjdevlin87 Ай бұрын
Beautiful man ! I've been using this in my framework project for about a month now its abit hard to get used to but very worth it in the long run IMO thanks for this overview ! Best video on youtube hands down on the topic now
@dracofells5390
@dracofells5390 Ай бұрын
Let's gooooo!
@aleca8910
@aleca8910 Ай бұрын
Inventories!
@thomaswojewodka6480
@thomaswojewodka6480 Ай бұрын
Yes please
@afrayedknot1337
@afrayedknot1337 Ай бұрын
Keep up the good work mate - nice to have detailed tutorials on this topic - there are not many (good) ones.
@MrButiier
@MrButiier Ай бұрын
Appreciate the support
@Mittzys
@Mittzys Ай бұрын
Thanks man, love this video!
@MrButiier
@MrButiier Ай бұрын
Anytime man, thanks for the support.
@josephclarke2422
@josephclarke2422 Ай бұрын
Finally!! a video that explains interfaces in a way that I can understand. Thank you so much for this!!
@josephclarke2422
@josephclarke2422 Ай бұрын
Another Incredible video! thank you so much for hard work! I'm a little confused on how I would hide the UI's when needed though, like you achieved in the previous video. Sorry still learning UE so some concepts are harder to wrap my head around..
@MrButiier
@MrButiier Ай бұрын
No worries man, everyone has to start somewhere. You would need to "Deactivate" the main widget to hide everything but there's a couple of different ways to go about it depending on your ideal situation you're looking for. Also if your goal is for the main menu widget to disappear when opening another screen then you don't need to set the "MainMenu" as the stacks root content widget class. If you still feel lost, feel free to join the discord and I'll do a little video or some screenshots to help out when im available.
@josephclarke2422
@josephclarke2422 Ай бұрын
@@MrButiier Thanks so much!! I'll test this out tonight! actually, just created a discord account recently as I'm in Tasmania, Australia game development is not a common thing down here and trying to find communities to learn off and help guide me. Again, thanks so much for all the advice. I will be referring to your tutorials a lot in the future I suspect. :)
@josephclarke2422
@josephclarke2422 Ай бұрын
amazing video, everything works great, however i feel like i'm going crazy as i cant get the back handler to work. any suggestions on what the problem could be?
@MrButiier
@MrButiier Ай бұрын
Hmm what key is the back handler set to?
@josephclarke2422
@josephclarke2422 Ай бұрын
@@MrButiier B on the Xbox series controller and backspace on the keyboard, it's strange everything else has worked so smoothly up until this point, (honestly THANKYOU so much your tutorial has been the easiest to follow so far!!, I'll be checking out more of your content for sure!) I've made it in a clean project too and followed the instructions exactly. I plan to start again from scratch today to see if it's down to user error.
@josephclarke2422
@josephclarke2422 Ай бұрын
@@MrButiier I dont know whether to laugh or cry... turns out its was definitely user error. i had a regular stack for my PopUp instead of Common Stack. In the words of young Skywalker... "ITS WORKING! IT's WORKING!!" thank you so much for this Tutorial!
@MrButiier
@MrButiier Ай бұрын
@@josephclarke2422 lmao this was such a great read, glad you got it to work!
@thomaswojewodka6480
@thomaswojewodka6480 Ай бұрын
Love the tutorials, :)
@MrButiier
@MrButiier Ай бұрын
Thank you :)
@ChelseySmithHandle
@ChelseySmithHandle Ай бұрын
Great! Loving your Common UI tutorials. I recently have become stuck as I only want the D-Pad or NumKeys to control navigation in the UI... Is there a way to disable the joystick and mouse explicitly? Keep up the good work?
@WsEKond
@WsEKond Ай бұрын
Just add ui input only and not Show mouse
@ChelseySmithHandle
@ChelseySmithHandle Ай бұрын
@@WsEKond AFAIK mouse and joystick are two separate entities, so disabling mouse will not accomplish what I asked. I should have been more generic with my question: suppose I want to explicitly disable one type of input e.g. no mouse, no joystick, how would that be done. OR, how can I explicitly only use one type of input, e.g. only accept arrow keys or d-pad within the scope of a widget?
@MrButiier
@MrButiier Ай бұрын
Hm I've never tried to disable just the joystick and mouse, one quick workaround would be to create a fake input action then within your main menu stack (whichever widget you have that remains persistent throughout the entire UI) and called it something like IA_DisableInput -> add all the keys you want to disable input that input action. It's not "ideal" but I need to do some digging because I don't think common ui has the functions exposed to blueprints to allow you to change or disable specific default keys
@lambe1porco
@lambe1porco Ай бұрын
Hello there, great video and great run down of common UI, however I'm having an issue which I can't seem to fix, and would love if someone could help me out. On 1:07:15, I only have an "IsFocusable" button, no "DesiredFocusWidget". To get the focus I used the GetDesiredFocusTarget method and by debuggind I believe it's working well. Despite this, I cannot select nor hover over the prompt buttons. I've checked all the "non-hit testable" options, but with no luck. Has anybody gone through the same, that may be able to help? Thanks
@lambe1porco
@lambe1porco Ай бұрын
Well, I just fixed it. All the widgets were good, except for the buttons, who were using non-hit testable (self and children). 🤦🤦🤦 Will leave this here, in case somebody needs it Keep up the great work :))
@MrButiier
@MrButiier Ай бұрын
Glad you found the answer :) if you ever get stuck feel free to send screenshots within the discord and I’m happy to help debug! Keep up the good work ✌🏼
@lambe1porco
@lambe1porco Ай бұрын
@@MrButiier Thanks for the answer! I might swing by the discord eventually :)