Introduction to Common UI | Inside Unreal

แชร์
ฝัง
  • เผยแพร่เมื่อ 20 ก.ค. 2022
  • What is one of the most fundamental pieces of any project? If you guessed UI, you’d be right! Even though it’s a necessary step there are a lot of questions around some of the best ways to create and implement it, so this week we’ll be discussing with our own technical writer Michael Prinke some of the best tips and tricks, do’s and don’ts, and a general introduction to common UI.
    ANNOUNCEMENT POST:
    forums.unrealengine.com/t/ins...
  • เกม

ความคิดเห็น • 133

  • @saifalam1109
    @saifalam1109 10 หลายเดือนก่อน +31

    17:30 Required engine settings setup
    21:00 Setup data table for input actions
    26:20 Generic data input blueprints hold info about button icons
    36:00 Common input data blueprint
    39:00 styling assets
    45:00 UI
    48:00: Don't use the canvas panel
    50:00 StackCommonWidget
    53:00 CommonButtonBase
    1:10:00 MainMenu
    1:16:00 PlayerController
    1:31:00 PromptMenu

  • @agj383
    @agj383 ปีที่แล้ว +110

    17:30 - required engine settings setup
    21:00 setup data table for input actions
    26:20 generic data input blueprints hold info about button icons
    36:00 common input data blueprint
    39:00 styling assets

    • @yohanhamilton7149
      @yohanhamilton7149 ปีที่แล้ว +6

      Still, Epic's youtube team does not do its job in making the timeline

    • @gabriellevesque2185
      @gabriellevesque2185 ปีที่แล้ว +8

      Almost 2023, Almost 3 HOURS video, still don't get a damn Timeline. Come on...

    • @xylvnking
      @xylvnking 10 หลายเดือนก่อน +1

      goat

  • @LukasPirkl
    @LukasPirkl ปีที่แล้ว +101

    Watch out! You don't want to have UCommonActivatableWidget as a base class of the UI_Base (47:34)! Base class should be UCommonUserWidget. This is the reason why focus is not returned back to the main menu when the yes/no dialog is closed (1:54:54).

    • @swatpupgaming9321
      @swatpupgaming9321 ปีที่แล้ว +8

      Nice Tested with both ways and Yep your Solution is Perfect

    • @shaqm0bile
      @shaqm0bile ปีที่แล้ว +3

      Any clue as to why my gamepad doesnt do hover focus properly (activate the button hover state when focused with controller)? I tried his fix for setting it as default but all it does is the blue outline.

    • @roskelld
      @roskelld 6 หลายเดือนก่อน +1

      I want to virtual hug you. Just been round in circles trying to figure this out. I even took note of the class comments and thought that UCommonActivatableWidget didn't sound right, but that's what was shown in the video so I went with it.

    • @dreambadger
      @dreambadger 6 หลายเดือนก่อน

      Thanks for this. Absolutely never would have known.

  • @f.xinglese6055
    @f.xinglese6055 ปีที่แล้ว +213

    As much as I like Inside Unreal streams, I think it would be preferable to have technical videos like this one in the same format as "Unreal Engine AI with Behavior Trees" : th-cam.com/video/iY1jnFvHgbE/w-d-xo.html
    It's faster, more concise and straight to the point. It saves us a lot of time.
    Ok, I know it's not possible to ask question and have an answer "in real time", but it's much more easier to digest.
    Why not have a short and fast presentation in the format I 've mentioned, and then, a few weeks later, a stream to ask questions live and answers those already asked in the forums ?

    • @wdrago690
      @wdrago690 ปีที่แล้ว +9

      I totally agree!👍

    • @Tiger66261
      @Tiger66261 ปีที่แล้ว +19

      I agree. A "introduction to common UI" shouldn't take 3 hours. It feels like they can condense all this info into half the time.

    • @gonoshift
      @gonoshift ปีที่แล้ว +2

      @@Tiger66261 yeah half the time or even less, like 30-40m

    • @GankablePlayer
      @GankablePlayer ปีที่แล้ว +3

      I find it difficult to criticize free information like this, however I totally agree.

    • @gonoshift
      @gonoshift ปีที่แล้ว +12

      @@GankablePlayer I'm sure that @F.X Inglese and the others (including myself) are grateful for the content created by the Epic Team, the suggestion to make shorter videos is intended to maximize help to the community

  • @cho4d
    @cho4d ปีที่แล้ว +6

    A huge thankyou for doing this from scratch on camera! I find this very helpful vs some videos where you just talk about things you made earlier!

  • @REDSIDEofficial
    @REDSIDEofficial ปีที่แล้ว +12

    Amazing work, i shift from cinema 4d to unreal engine 5, my first month on UE 5 and is crazy powerful ! I love everything on it, nanite is a powerful weapon, lumen and everything! great work guys 🙏

    • @StepanHKA
      @StepanHKA ปีที่แล้ว

      Hey awesome works on your channel. Can I ask how long you worked in C4D and why you switching to Unreal? I want to start Unreal too especially for cinematics.

    • @hansdampf5679
      @hansdampf5679 ปีที่แล้ว +1

      Funny it's the same for me. But many many problems have to be overcome in order to be successful in learning.

  • @ardenstonestreamer
    @ardenstonestreamer 10 หลายเดือนก่อน +7

    As mentioned by Michael at 1:41:21, a way of doing this with interfaces would be to create a UIPromptConfirm Interface with a function called "OnPromptConfirm" that passes an ID name parameter. Then any class that needs to listen for prompt confirmations can just implement this interface. Then do a simple name comparison on the id and if the id's match, that class can execute it's logic.

  • @Xetttt
    @Xetttt ปีที่แล้ว +21

    I wish we could get some written documentation of this stuff, instead of nearly 3 hour long streams that haven't been planned out beforehand, with a host who talks super slowly.

    • @theothergameygamer
      @theothergameygamer 4 หลายเดือนก่อน +1

      I have trouble with Speed-English, so appreciate that he speaks at a normal pace (normal for me, anyway).

  • @raddymastergames
    @raddymastergames 7 หลายเดือนก่อน +4

    For the mouse over issue, around 2:09:18, where you can still interact with the main menu when the prompt appears if you use a mouse, you can solve by:
    1. In BP_GenericPrompt, set Activation > Activated Visibility to "Visible." (I know this is the default, but it is key to actually select it for some reason)
    2. In BP_MainMenu, set Activation > Deactivated Visibility to "Not Hit-Testable (Self Only)." This prevents the main menu from being interacted with, but it is still Visible.
    You have to do these two things together to lock interactions to the prompt when it is present.

    • @alienrenders
      @alienrenders 6 หลายเดือนก่อน

      My main menu disappears when the dialog pops up even if I set it to "Not Hit_Testable". I have no idea how to fix this.

    • @dreambadger
      @dreambadger 6 หลายเดือนก่อน

      @@alienrenders 2h 1 min into the video, have you got the menu variable plugged in instead of the prompt variable?

    • @alienrenders
      @alienrenders 6 หลายเดือนก่อน

      @@dreambadger You mean use a different stack? What's the point of doing that? I'm not gonna use a different stack every time I want to keep the old widgets around. Instead, I created my own stack that can do this. It can even blur the background.

    • @UnrealKazu
      @UnrealKazu 4 หลายเดือนก่อน +1

      Thanks, great fix!

  • @blackdevilcreations
    @blackdevilcreations 11 หลายเดือนก่อน +10

    ok.. weeks into this topic now.. and CommonUI clearly is ten steps backwards in Userfriendly UI development..
    Since there are no InputEvents like with Legacy Input.. you can't have multiple triggering Action triggering Events in a Button or an Inventory Slot.
    Like Diablo..
    FaceButtonBottom = use
    FaceButtonLeft = move 1
    FaceButtonLeft (hold) = move stack
    ..etc
    not possible with CommonUI.. cause it only allows one TriggeringAction per CommonButtonBase. And there is 0.0 documentation of anything related to that topic.. so.. i think this won't change.. which is a huge NoGo for RPGs with Gamepad Support..
    They added Enhanced Input (=EIS) support a time ago.. But not even at the beginning of being fleshed out. The InputActionWidget can't bind EIS Inputs if a CommonInput is available too, making the Widget stay invisible or blank white with an "unable to bind" error. If 10 Buttons have an EIS Confirm as Triggering Action, the CommonBoundActionBar has 10 times the same Icon shown.. even the ignoring of duplicated inputs is set to true..
    sometimes EIS Inputs get not registered or make Widgets losing focus.. etc..
    again.. Epic Games hide themselves in their own comfort zone, just doing FPS Plugins..cause CommonUI clearly is not Common.. it better be called ShooterUI, cause it is clearly made with lyra in head only..
    If epic continues with their speed in updating this plugin, as they do now, CommonUI will still be in a pre-alpha state for the next years.. with nonsense documentation and zero development benefits, compared to the legacy Input system..
    And if you say "But it has better gameoad support".. i think there are many plugins in the marketplace, handling that topic better than CommonUI...
    Epic should add the experimental / beta Tag to this.. cause it clearly is not ready to be public!
    too bad..
    I'd to write my own Subsystem to handle focusing better than CommonUI, cause it sometimes has a button hivered, sometimes teo at the same time.. and sometimes it has a button in focus but triggers the action if a different one.. it was so frustrating...

  • @blackivy011
    @blackivy011 ปีที่แล้ว +4

    These videos are so valuable dude. For us who are serious about unreal, we need to see whats available and the best ways to do it. This is a great way to do it. Thank you!

  • @iam_Raavanan
    @iam_Raavanan ปีที่แล้ว +1

    Michael's stream is always informative...

  • @GokdenizCetin
    @GokdenizCetin ปีที่แล้ว

    Thank you! I learned new and necessary thing today

  • @DanPos
    @DanPos ปีที่แล้ว +1

    Looking forward to digging into this video!

    • @samething5258
      @samething5258 ปีที่แล้ว

      Me too th-cam.com/video/qewKuqSxzSg/w-d-xo.html love them

    • @lukifah4900
      @lukifah4900 ปีที่แล้ว +1

      just watched your video

  • @supermerio
    @supermerio ปีที่แล้ว +11

    Starts @ 13:30

  • @TimvanHelsdingen
    @TimvanHelsdingen ปีที่แล้ว +7

    Great presentation! Learned a lot. CommonUI seems a big improvement over default UMG. I really didn't like needing to make arrays for every button I want to use to be able to use it with my controller. Good job

  • @joeanrachelmiller6529
    @joeanrachelmiller6529 10 หลายเดือนก่อน +2

    1:45:43 I think the "cheat" is where you create a dispatcher called click button. Then in the generic button you bind the dispatch call to the function click button. Then in the parent ui when you use an instance of the button you create the function in the parent ui.

  • @fallenhoenix1255
    @fallenhoenix1255 ปีที่แล้ว +29

    What concerns me is, with the lack of online documentation, what little nuggets of wisdom might not have been mentioned in these videos.
    Edit: don't get me wrong, every single one of these training videos are like droplets of wisdom from God's savory lips! I appreciate everyone because I'd be without a prayer of not for them! Keep doing your magic, epic!

    • @GankablePlayer
      @GankablePlayer ปีที่แล้ว +12

      You're right. We have to browse through a spaghetti library of videos to learn important information that should have been available in the documentation. Many times answers we are searching for in documentation are not found, yet might have or probably have been answered in a random walk through like this video. It's frustrating.. maybe someone at Epic will dedicate themselves to the documentation and maybe even put together a whole team to focus on it.

    • @illyay1337
      @illyay1337 ปีที่แล้ว +2

      I basically stopped working on my game's UI for months until a video on this stuff is made. I'm happy they finally made one. I kinda knew they would make one of these at least.

  • @joeanrachelmiller6529
    @joeanrachelmiller6529 10 หลายเดือนก่อน

    2:09:40 I find it good that it needed the override on what the back button expects. My favorite games as a kid was the Golden Sun series. The back button in a conversation was taken as a no or bad frown face. Many games have this so being forced to see it here is a reminder to think about this.

  • @GokdenizCetin
    @GokdenizCetin ปีที่แล้ว +4

    1:29:24 I was expecting to see that hover state on keyboard

  • @StorytellingStyle
    @StorytellingStyle 11 หลายเดือนก่อน +4

    Honestly, this is s frustrating, I tried using this, and I get confused the more I watch the video. I don't know the potential of Common UI because there are no many resources on how to use it extensively on the internet.

  • @mrxcs
    @mrxcs 3 หลายเดือนก่อน +1

    52:32 I would recommend create an Interface with those two functions, and add in the Blueprint. So you don't need to 'cast to' to used it.

  • @BeeBlueBubble
    @BeeBlueBubble 6 หลายเดือนก่อน

    Great video!
    Are there any videos or tutorials about adding dynamic buttons to a scroll box?
    I don't fully understand how CommonUI detects any buttons you add to be able to use gamepad.

  • @KingcoolSam
    @KingcoolSam ปีที่แล้ว

    Nice tutorial!

  • @crossmr
    @crossmr ปีที่แล้ว +9

    For anyone, like me, who has been googling this trying to figure out how to do checkboxes, it's around 1 hour mark that he talks about it. All a checkbox is in commonui is a button with the 'selectable' option enabled. This information was way too hard to find.

  • @JoaoVictor-fk8no
    @JoaoVictor-fk8no 11 หลายเดือนก่อน +3

    At 1:59:45, actually i'm still able to go over to the main menu options even with quit game prompt enabled, i followed everything exactly like this video, how do i fix this?

  • @grzegorz7097
    @grzegorz7097 ปีที่แล้ว +1

    Hi! So I saw a question in the chat that I find interesting and I can't find an answer to it in the stream. Is there any benefit of using player controller to spawn UI over using a HUD class for it?

    • @DronX_
      @DronX_ ปีที่แล้ว +1

      I use bouth, HUD to launch general UI (life, map, velocity, etc), and above it the Player controller to launch menu, because in player controller I can use keyboard mouse or gamepad input

  • @ritusakhalkar2680
    @ritusakhalkar2680 ปีที่แล้ว

    How to get the details and world setting panel on the right side of the screen ??? My UE5 interface has changed and viewport 1 is taking the entire screen. Please help !!!

  • @Elmarath
    @Elmarath 5 หลายเดือนก่อน +1

    Does anyone know how to disable the feature that sets mouse position to middle of the screen when switched to a controller? This also makes the cursor disseapers.
    I have a topdown game that gamepad can control the mouse, so I need to disable this.

  • @Mantikator
    @Mantikator ปีที่แล้ว +3

    no matter what I configure in the CommonUIInputData, Unreal seems to want only FaceButtonDown(A) as the click action 😿 what could I be missing?

    • @even311379
      @even311379 5 หลายเดือนก่อน +1

      me too, it just wont work...

  • @SerjSam
    @SerjSam ปีที่แล้ว

    Good evening. Please advise,
    How can I reduce the sensitivity/speed of the camera in the viewport?

    • @joeycomtois2082
      @joeycomtois2082 ปีที่แล้ว

      In the top right corner of the viewport, there should be a camera icon with a number.
      Click that and that should allow you to change your speed

  • @hassanalhobail8084
    @hassanalhobail8084 หลายเดือนก่อน

    Can you explain how we're supposed to use the Q and E or R1 and L1 to navigate the UI??

  • @mrxcs
    @mrxcs 3 หลายเดือนก่อน

    1:08:30 Here there are two options, one set content and another set text (of Widget), that is the one he used, but this says this will wipe any bidding of 'text'. Each one should I use and why?

  • @pro.giciel9084
    @pro.giciel9084 ปีที่แล้ว +6

    the first hour is intersting, after that it's a complete mess

  • @ilcanalechenonce
    @ilcanalechenonce ปีที่แล้ว

    The problem with the back handler was most likely the system trying to find the root and not finding one which was fixed by using IsModal. No need to override any function

    • @DarkoSubotin
      @DarkoSubotin 8 หลายเดือนก่อน

      I think he forgot to compile after setting modal, then went back to override then compiled.

  • @evogarciagaming6791
    @evogarciagaming6791 ปีที่แล้ว +2

    21:21 That manufacter will be Microsoft, right? Because SNES controller already had A in the right and B in the bottom. Microsoft change it to evade copyright issues.

    • @zackakai5173
      @zackakai5173 ปีที่แล้ว +1

      In terms of what the buttons are labeled, sure. But it's become pretty well established convention between Microsoft, Sony, and basically everyone else using a gamepad at this point that the bottom button is confirm or select, and the right button is to cancel or go back. Nintendo is very much the outlier there.

  • @AdamMooreGameDev
    @AdamMooreGameDev ปีที่แล้ว +2

    The closed captioning on this video is broken.

  • @jorgevallejodecastro9144
    @jorgevallejodecastro9144 ปีที่แล้ว +4

    2:01:37 you dont need two stacks , use only one to push and pop with deactivate and the system return to activate

  • @user-xc8gg7yu6r
    @user-xc8gg7yu6r 10 หลายเดือนก่อน

    Is there a github rep link of the demo project?

  • @mikebrave-makesgames5365
    @mikebrave-makesgames5365 ปีที่แล้ว

    at around 1:46:20 the (set text) option can't be found, alternatives?

    • @AntrygJones
      @AntrygJones ปีที่แล้ว

      no space (SetText)

  • @mrxcs
    @mrxcs 3 หลายเดือนก่อน

    When I add the FreeRoamHUD it consumes all the inputs, how I make ignore/pass throw?

  • @Dahvidownz
    @Dahvidownz 4 หลายเดือนก่อน

    Am I missing something? It doesn't highlight the button when I set the focus on activated..

  • @lambda_cat
    @lambda_cat 3 หลายเดือนก่อน

    32:35 InputData_PC_Keyboard
    51:15 StackCommonWidget

  • @yusufyusuf-es4sv
    @yusufyusuf-es4sv ปีที่แล้ว

    I don't have the default tab like he has at 1:13:04 to change the name of each button. Can someone help me please

    • @theFirstAidKit
      @theFirstAidKit ปีที่แล้ว +3

      In the button he made, he added a variable and set it as instance editable. Then on pre-construct on the button he set the button text to be what ever the variable has as a text.

  • @SomeNerd361
    @SomeNerd361 ปีที่แล้ว +1

    Can't get the main menu to show despite being pushed. Not sure if it's a Linux thing at this point.

    • @SomeNerd361
      @SomeNerd361 ปีที่แล้ว

      tried same build on windows, definitely not a windows issue but can't seem to find out where I went wrong in the video. Is this yet another video that immediately gets broken or am I just broken?

    • @SomeNerd361
      @SomeNerd361 ปีที่แล้ว +4

      For those who may be stuck, try adding UI_Base to viewport BEFORE pushing the main menu

  • @rohanbhimra6952
    @rohanbhimra6952 ปีที่แล้ว

    I'm on UE 4.27 and I have two problems
    1. @1:20:21 I don't see my UI on screen
    2. @1:21:50 There is no function called Get Desired Focus Target when I search for it

    • @YoutubeAccountMan
      @YoutubeAccountMan ปีที่แล้ว

      This is for UE 5.0. Using an old one is likely not going to be supported

    • @rohanbhimra6952
      @rohanbhimra6952 ปีที่แล้ว

      @@TH-camAccountMan he does say it's available for UE 4.27 @8:18 so I don't see why it shouldn't work

    • @jonathanwestcott6594
      @jonathanwestcott6594 ปีที่แล้ว +1

      Get Desired Focus Target is an overridable function, so you may have to click on the "override" tab on the left window and scroll through

  • @AdamMooreGameDev
    @AdamMooreGameDev ปีที่แล้ว +2

    I love how the first 7:13 of the video is totally unrelated to the title of the video. :| Use the link to skip to the actual content.

  • @isbushka-oji
    @isbushka-oji ปีที่แล้ว +21

    Hey, if this video is confusing, check out my simple tutorial on Common UI, I made it for beginners, so it's much easier to follow: th-cam.com/video/uQisYatymjg/w-d-xo.html

    • @Outrack
      @Outrack 4 หลายเดือนก่อน

      Thank you so much for this, it's infinitely more clear.

  • @JaydenX
    @JaydenX ปีที่แล้ว

    The only thing I want is to be able to import footage

  • @jeka84278
    @jeka84278 ปีที่แล้ว +14

    Almost 3 hours watching a man strugling to remember anything. Such a waste of time

  • @eobet
    @eobet ปีที่แล้ว +2

    Is it just me or are the closed captions way out of sync?

    • @lawendt
      @lawendt ปีที่แล้ว

      same here

  • @lukifah4900
    @lukifah4900 ปีที่แล้ว +3

    I CAN'T CREATE AN INPUT ACTION DATA BASE TABLE

    • @hirudo881
      @hirudo881 ปีที่แล้ว +1

      You skipped ahead and missed the part at 16:36, didnt you? Just like me...

    • @lukifah4900
      @lukifah4900 ปีที่แล้ว

      @@hirudo881 Thank you!

  • @variann6488
    @variann6488 ปีที่แล้ว

    what's up with the subtitles? Especially around 25 minutes

  • @DevGods
    @DevGods ปีที่แล้ว +1

    He has improved so much as a public speaker. Thanks for the info!

  • @jorgevallejodecastro9144
    @jorgevallejodecastro9144 ปีที่แล้ว +2

    1:43:24 - You can use an enum insted index for more readable code

    • @zackakai5173
      @zackakai5173 ปีที่แล้ว +1

      Depends on the situation. For a few menus that each do specific things, absolutely. But for a menu that's intended to be reused in dozens of different situations, trying to come up with a naming scheme is probably more trouble than it's worth.

  • @KavanBahrami
    @KavanBahrami 10 หลายเดือนก่อน

    2:18:00 - Common UI in VR (per the time of this video)

  • @OriginRow
    @OriginRow ปีที่แล้ว +3

    Please bring back HTML5/WebGL/WebGPU support for UE

    • @CyberWolf755
      @CyberWolf755 ปีที่แล้ว +2

      You can stream to a web client from a remote or local server. There is a template for it called pixel streaming

    • @OriginRow
      @OriginRow ปีที่แล้ว

      @@CyberWolf755 There are some serious drawbacks for Pixel Streaming like webXR thing firstly, to get GPU for VM hit hard rock from popular cloud services, Inputs from custom API, multiplayer setups and documentation 🤦‍♂️

  • @swatpupgaming9321
    @swatpupgaming9321 ปีที่แล้ว

    2:27:51 Talking about a Search bar I have done a Easy Filtering with a Input field Tutorial th-cam.com/video/3gPIKLxSVqI/w-d-xo.html

  • @mateuszabramek7015
    @mateuszabramek7015 ปีที่แล้ว

    Yeah, no canvas. But If you want more interesting menu with more complex animations you still go back to canvas.

  • @elgrekko9634
    @elgrekko9634 ปีที่แล้ว +8

    Epic please post us a professionnal video about Common UI, 2h40 in webcam here, seriously ? by the way, why is so hard to implement the gamepad navigation in widgets section ! I guess I would pay any expensive plugin in your market place to fix that ! Gamepad navigation in menu is a basic setting in video game industry ! Never see that !

  • @yorisongs9804
    @yorisongs9804 ปีที่แล้ว

    47:59

  • @workflowinmind
    @workflowinmind ปีที่แล้ว

    6:20 much better the tone mamen ;)

  • @greg6020
    @greg6020 ปีที่แล้ว +1

    I love the content but please stop scream talking into your mic or adjust your levels.

  • @YoutubeAccountMan
    @YoutubeAccountMan ปีที่แล้ว +6

    So far, I see very little extra functionality than normal UMG. And the extra work it takes doesn't seem worth it.

    • @Demozo_
      @Demozo_ ปีที่แล้ว +6

      Then you're not understanding the problems this solves for you. Tbh.

    • @YoutubeAccountMan
      @YoutubeAccountMan ปีที่แล้ว

      @@Demozo_ Such as? So far the only problems it solves is if I want to change the style of my entire UI (avoidable with good planning) and visibility on the stack (only useful if I plan on having a bunch of windows but there's already functionality for that in UMG)

    • @karol30660
      @karol30660 ปีที่แล้ว +7

      @@TH-camAccountMan Try to build a keyboard and gamepad navigation based on a focus with pure UMG. It's a mess. I had to write a pretty advanced focus manager in code to get it working moderately well. Common UI seems to solve a lot of problems I had with it.
      You might not plan for a bunch of windows, but good luck if you'll need something as simple as a confirmation popup anywhere then.
      And as for the planning, no amount of it will ever prepare you for everything, including style changes.
      Of course you might fix those per case and do it with pure UMG, it worked for a lot of people. I see no reason NOT to use a more advanced system that will help me avoid massive headaches down the line if all it needs is a 30 minute setup upfront

    • @zackakai5173
      @zackakai5173 ปีที่แล้ว +6

      Common UI has the built-in ability to navigate around things like buttons and sliders using the arrow keys or gamepad thumbstick/D-pad. That alone makes it worth using IMO (it's the entire reason I bothered rework my UI stuff with this in the first place). Trying to do that from scratch with basic widgets would be a huge time commitment.

  • @jorgevallejodecastro9144
    @jorgevallejodecastro9144 ปีที่แล้ว +5

    1:27:48 - How its possible that the teacher dont kown a very important thing like use arrows! This is core for the system

  • @eobet
    @eobet ปีที่แล้ว +4

    So now we have GAS and CommonUI, all hidden away and very advanced to use but better than what’s default… Unreal is starting to smell like Unity, I’m afraid… 😟

    • @lawendt
      @lawendt ปีที่แล้ว

      It's actually like that because it's a layer on top of the engine. They are plugins because they're opt-in/out. Seems to be the things Epic wants to sell to people, but still letting developers decide what they're going to do

    • @ilcanalechenonce
      @ilcanalechenonce ปีที่แล้ว

      Why hidden? They are showcased in various videos and there is even docs related to Lyra. Also, here you can freely dive into source code and figure out how things work. That alone is invaluable

  • @nikitaenlil8374
    @nikitaenlil8374 ปีที่แล้ว +11

    Useless. more 2hours make nothing

  • @fidel_soto
    @fidel_soto 11 วันที่ผ่านมา

    This is useless if it doesn't work with enhanced input.
    Not to mention the severe lack of documentation and just overall confusing design.

  • @DeltaZavr.
    @DeltaZavr. ปีที่แล้ว +18

    Bring back the previous community manager!

    • @azizkurtariciniz
      @azizkurtariciniz ปีที่แล้ว +4

      Are you OK?

    • @highdefinist9697
      @highdefinist9697 ปีที่แล้ว +8

      I think either are doing a good job.

    • @yonjuunininjin
      @yonjuunininjin ปีที่แล้ว

      I too miss Alex, Chance and Dana!
      But life goes on ¯\_(ツ)_/¯

    • @xTHHxAimiForevr
      @xTHHxAimiForevr ปีที่แล้ว +1

      No.

    • @iciervasotomayor
      @iciervasotomayor ปีที่แล้ว +5

      LOL yeah, hosts in Unreal videos are getting so weird.... but we're living in the times of Peak Weirdness. OK. Just skip to the fullscreen technichal video. This wave of weirdness will eventually decay.

  • @klovvin
    @klovvin 10 หลายเดือนก่อน

    Please tell me this woman is gone by now 🐳 🤡

  • @argosbrave6415
    @argosbrave6415 5 หลายเดือนก่อน

    Epic Games, you can’t tell me you can’t get AI to “summarize” these and timestamp for you. Look at software like “Gong”. This ain’t even hard

  • @agj383
    @agj383 ปีที่แล้ว +4

    Found a thorough annotation here: x157.github.io/UE5/CommonUI/Annotations/EpicGames-Introduction-to-CommonUI.html
    (I didn't make it)

  • @gridtac2911
    @gridtac2911 ปีที่แล้ว

    the old community manager was a better fit