Hi I followed your tutorial and I have a menu with gamepad support, but now I want to be able to use the menu with keyboard keys also so... how can this be done without having to press tab to enable keys navigation? thanks
so it works for 1 my menus but not the one on begin play , i swapped the widgets around and then the other widget wouldnt work why would this happen on begin play widgets?
How to implement a menu with "D-Pad Up" and "D-Pad Down" buttons? I tried to replace the Stick with these buttons, nothing worked for me. I think the reason is "0.3" and "-0.3" because buttons can't have those values. But I'm not sure. ----- And one more question. For example, I do not want to click on these buttons, but I just need to hover over them with a gamepad to open another menu. How to do it?
Don't know if you still need help but instead of using the analog stick state just use the node ''is input key down'' you can then use it for d-pad and the gamepad thumbstick. Not so sure how to fix the issue for the next question.
Yes, you just need to have an index for the X value and for the Y. Change the value for the Y as in the video and for the X use the same technique, but using the Stick X instead of Y in the "Get Input Analog Stick State"
If you are using a different game mode for main menu vs the game, you could check for the game mode in the event and only open the widget if the cast game mode is not main menu. ( make a "Get Game Mode" node and use a cast to main menu and from the "cast failed" plug in the menu script)
hello how are you, was it to ask how would be the programming for 4 buttons instead of 3? I tried on my own but nothing, I would appreciate if you could answer my comment :)
Hi, I would like to do the same but with images, using the hovered image when the button is selected, so just after the "switch on int" node. It seems like there is no node to do that so I'm kinda stuck...
If you're using your images as button styles, try turning off context sensitive search and look for "set button style" and from there name it "hovered"
Ok so I said this before experimenting with it, and the "set button style" function changes the WHOLE style of the button. What you should do is copy/paste your style settings from the button into a button style variable, split the struct pin, and swap out the "normal" for "hovered." Note doing it this way will require extra code to set it back to normal if you switch from gamepad to mouse, but there's a decent chance you'll need that anyway. I have NOT experimented with that yet, but I assume a custom event for "On Hover" that auto restores the defaults plugged into each button would do the trick, since you already have that data stored as a variable!
hello, sir thank's very informative. I have a problem i don't use a third person character, I use unreal studio for creating an interactive app for architecture and i need to make a pause menu to switch between levels
Thanks a lot ! Do you have any idea how replace basic button with "widget" button (a widget with his own feature) ? (Vous pouvez aussi me répondre dans la langue de Victor Ugo)
Guillaume P hahaha! Pour votre question, je suppose que vous voulez un menu qui ouvre un autre menu a son tour (dans le genre: options). Oui vous pouvez faire ça assez aisément. Simplement faire qu'a votre "button click" vous crée le nouveau widget en question et "remove from parent" le widget actuel. Donc faire environs la même chose que pour le widget initial + remove :)
this is so stupid this should be done by epic games this isn't our job lmfao, my menu has 30+ focusable things i need to toggle between lol...and what if we have 30 different menu's themselves, are we supposed to duplicate this logic all over our entire project? that's just bad practice.
You would draw out a grid of your numbers, then you would find sequences between them. Constants will emerge (focusable things). Think of a grid of numbers 1-4 say. if you're on 1 and going right, you'll have to add one (to get to two). If you're on 3 you'll only have to add 1 to go right as well (to get to 4). If you're on 1 and you want to go down (to get to 3) you'd add 2. Likewise, if you're on 2 and want to goto four (down) you'd add two as well. You have to extend the idea to let's say, a grid of 36 items... that's 6 row x 6 collums. So in order to go one selection right (start from square 1), you'd be adding 6. Top row reads as 1,7,13,19,25,31... see, each is +6 to go right, and would remain +1 to go down. As you can see, it doesn't matter as long as you can find a pattern. Draw the grid of numbers, find the pattern.
Thanks for this. so many pause menu tutorials and they never tell you about the sontroller downside or even how to fix it.
Exactly what I was looking for. Thank you!
Hi I followed your tutorial and I have a menu with gamepad support, but now I want to be able to use the menu with keyboard keys also so... how can this be done without having to press tab to enable keys navigation? thanks
does it works with sub menus?
so it works for 1 my menus but not the one on begin play , i swapped the widgets around and then the other widget wouldnt work why would this happen on begin play widgets?
Got it working, except I was curious if you knew how to make it so the first button is highlighted on widget construct. Thanks!
Just "on construct" set the color on the first button.
Thanks Martin. Very useful indeed!
Please make a video about Save/Load System menu, your tutorials are amazing!
thaaaaank you!!! justo what I was looking for!!! good video
How to implement a menu with "D-Pad Up" and "D-Pad Down" buttons? I tried to replace the Stick with these buttons, nothing worked for me. I think the reason is "0.3" and "-0.3" because buttons can't have those values. But I'm not sure. ----- And one more question. For example, I do not want to click on these buttons, but I just need to hover over them with a gamepad to open another menu. How to do it?
Don't know if you still need help but instead of using the analog stick state just use the node ''is input key down'' you can then use it for d-pad and the gamepad thumbstick. Not so sure how to fix the issue for the next question.
is there a way to incorporate grid selection as well?
Yes, you just need to have an index for the X value and for the Y. Change the value for the Y as in the video and for the X use the same technique, but using the Stick X instead of Y in the "Get Input Analog Stick State"
how do you make it stay in the level? I have a return to main menu button and it lets me pause in the main menu
If you are using a different game mode for main menu vs the game, you could check for the game mode in the event and only open the widget if the cast game mode is not main menu. ( make a "Get Game Mode" node and use a cast to main menu and from the "cast failed" plug in the menu script)
hello how are you, was it to ask how would be the programming for 4 buttons instead of 3? I tried on my own but nothing, I would appreciate if you could answer my comment :)
Set the Modular (%) to 4 rather than 3.
@@sunnymon1436 Thansk Sonny!
Why dont use Flip Flop?
Hi, I would like to do the same but with images, using the hovered image when the button is selected, so just after the "switch on int" node. It seems like there is no node to do that so I'm kinda stuck...
If you're using your images as button styles, try turning off context sensitive search and look for "set button style" and from there name it "hovered"
Ok so I said this before experimenting with it, and the "set button style" function changes the WHOLE style of the button. What you should do is copy/paste your style settings from the button into a button style variable, split the struct pin, and swap out the "normal" for "hovered." Note doing it this way will require extra code to set it back to normal if you switch from gamepad to mouse, but there's a decent chance you'll need that anyway. I have NOT experimented with that yet, but I assume a custom event for "On Hover" that auto restores the defaults plugged into each button would do the trick, since you already have that data stored as a variable!
Great tutorial
hello, sir thank's very informative. I have a problem i don't use a third person character, I use unreal studio for creating an interactive app for architecture and i need to make a pause menu to switch between levels
You could simply have a widget button that when press opens a new level. There is a node for that. All you need is to tell it what the level name is.
@@FLTxxdxx thnx sir, i've resolved that issue
Good tutorual and relaxing music!
I did this but it did not work for me.
Thanks a lot ! Do you have any idea how replace basic button with "widget" button (a widget with his own feature) ? (Vous pouvez aussi me répondre dans la langue de Victor Ugo)
Guillaume P hahaha! Pour votre question, je suppose que vous voulez un menu qui ouvre un autre menu a son tour (dans le genre: options). Oui vous pouvez faire ça assez aisément. Simplement faire qu'a votre "button click" vous crée le nouveau widget en question et "remove from parent" le widget actuel. Donc faire environs la même chose que pour le widget initial + remove :)
Depth of Field -> Method doesn't exist in 4.23?
In the designer tab in the widget, in the palette, search for Gaussian blur. In does the same thing :)
this is what i need for my game
thanks so much
the box army thanks you as well...
Thanks for filling my request.
Pleasure is mine.
Hello Martin, a suggestion - Start making a Fighting game tutorial. I will provide you with Fighting Anim Set. Cheers
It is an good idea, but at the moment I lack the time to do such thing. Will keep in mind for future projects though!
Okay. just lemme know when you are ready and I'll let you have it. cheers
this is so stupid this should be done by epic games this isn't our job lmfao, my menu has 30+ focusable things i need to toggle between lol...and what if we have 30 different menu's themselves, are we supposed to duplicate this logic all over our entire project? that's just bad practice.
You would draw out a grid of your numbers, then you would find sequences between them. Constants will emerge (focusable things). Think of a grid of numbers 1-4 say. if you're on 1 and going right, you'll have to add one (to get to two). If you're on 3 you'll only have to add 1 to go right as well (to get to 4). If you're on 1 and you want to go down (to get to 3) you'd add 2. Likewise, if you're on 2 and want to goto four (down) you'd add two as well.
You have to extend the idea to let's say, a grid of 36 items... that's 6 row x 6 collums. So in order to go one selection right (start from square 1), you'd be adding 6. Top row reads as 1,7,13,19,25,31... see, each is +6 to go right, and would remain +1 to go down.
As you can see, it doesn't matter as long as you can find a pattern. Draw the grid of numbers, find the pattern.