UE4 With Casey - Using Controllers with Menus (Widgets)

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  • เผยแพร่เมื่อ 28 มิ.ย. 2024
  • Today I go over how we can make our widgets controller friendly with a little bit of work.

ความคิดเห็น • 20

  • @morganlak4337
    @morganlak4337 2 ปีที่แล้ว +5

    For the buttons showing up when hovered, I have my own base Button class that I use in all my menus, and in that base button class I have two events, On Added to Focus Path and On Removed From Focus Path and when those are triggered I change the buttons style to match hovered or normal. Way better than checking on tick!

    • @florethebrave
      @florethebrave 2 ปีที่แล้ว

      This is a much better solution. Cheers!

    • @gabrielhededal9000
      @gabrielhededal9000 ปีที่แล้ว

      I'm confused and have been struggling all day trying to make this work, but I'm just not getting it. Do you mean that you used a widget class with a button inside? Because from what I can tell there is no "On Added to Focus Path" or "On Removed From Focus Path" inside button classes. If that is the case and you are using a widget with a button and perhaps some text inside then how do you fire the "on clicked event"? because widgets unlike buttons don't have that.

    • @Owenfication
      @Owenfication 5 หลายเดือนก่อน

      i know this is a late reply but for anyone else, these events are in the widget class. You create a widget called 'button' and add these events in there to do the styles. So on focused and off focus the style changes. you then add this button widget to your menu widgets and voila, you avoid the tick :) thanks Morgan! @@gabrielhededal9000

  • @JUANZ503
    @JUANZ503 3 ปีที่แล้ว

    i love this video , thanks so much bro!!

  • @illyay1337
    @illyay1337 2 ปีที่แล้ว

    I ended up just making a custom C++ class that's heavily based on Button and has a lot of similar code for capturing inputs. Except it treats the focus states as hovered states as well. It actually also made it very easy to support drag drop, right click, double click, or any other key that's pressed over the button.
    This class doesn't handle actually rendering the button UI and only handles capturing the inputs themselves by existing as a see through rectangle in the UI. It has callbacks into blueprint so you can have other images or things style themselves depending on the callbacks. It made it very easy for me to animate glowing effects that change the glow size and color depending on all these different states. I have these dynamic material instances and signed distance field graphics and animations that are impossible to do with the built in button class.

  • @siba2893
    @siba2893 4 ปีที่แล้ว +3

    Did you find out how to hide the cursor on the gamepad?

  • @capnc4ke
    @capnc4ke 4 ปีที่แล้ว +2

    What buttons are the next and previous options in the Navigation Panel tied to? I have that set to explicit, but no button activates it

  • @SuperSaiyanMusashi
    @SuperSaiyanMusashi 4 ปีที่แล้ว

    Also: I'm having a problem where upon bringing up the Pause Menu I made, I can at first only press command buttons with a mouse, but after pressing one of them with the mouse I can then navigate and press them with a keyboard or a gamepad. Same goes for my gamepad and keyboard buttons assigned to my Exit menu function; only after using the mouse on 1 of the UI buttons. Do you know why that's happening?

  • @SuperSaiyanMusashi
    @SuperSaiyanMusashi 4 ปีที่แล้ว +2

    I've been looking for a way to do a 4 selection Up/Down/Left/Right menu akin to those in Shining Force! Thanks!

    • @rainbowtechmedia1997
      @rainbowtechmedia1997 3 ปีที่แล้ว

      Hey, did you later get any solution to left / right button?

    • @SuperSaiyanMusashi
      @SuperSaiyanMusashi 3 ปีที่แล้ว

      @@rainbowtechmedia1997 Ya; I made the Menu and have built all sorts of Menus in Unreal Engine since

    • @rainbowtechmedia1997
      @rainbowtechmedia1997 3 ปีที่แล้ว

      @@SuperSaiyanMusashi yes can you help...
      I need to make left / right button instead of using tbe joysticks

    • @SuperSaiyanMusashi
      @SuperSaiyanMusashi 3 ปีที่แล้ว

      @@rainbowtechmedia1997 Have you tried Overriding either the Key Down or Preview Key Down functions in the widget? I'd need to know more about what you're trying to make and what the current roadblocks are to really help.

  • @Stevegvg1
    @Stevegvg1 5 ปีที่แล้ว +1

    What about a tutorial on basic spawn actor Multiplayer? (Something like a building system, but really basic)

    • @ue4withcasey391
      @ue4withcasey391  5 ปีที่แล้ว +1

      This has been asked for a few times. I'll definitely be doing a video or two on building soon.

  • @joshuakozlowski1106
    @joshuakozlowski1106 5 ปีที่แล้ว

    Hey Casey are you participating in the Gamer Makers Toolkit game jam this weekend?

    • @ue4withcasey391
      @ue4withcasey391  5 ปีที่แล้ว

      No I'm not. I do enjoy watching the results though.

  • @DronX_
    @DronX_ 5 ปีที่แล้ว

    Sounds are not working properly, sound just when is pressed the button, but not when is hovered. any idea how to fix it?

    • @ue4withcasey391
      @ue4withcasey391  5 ปีที่แล้ว

      do a print string on hovered to make sure that the hover is firing properly. If it prints then just put the play sound in its place and it will work.