Common UI Input system in Unreal Engine 5

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  • เผยแพร่เมื่อ 10 ก.ค. 2022
  • this is a video on the common input system which is a part of the common ui plugin of the engine. This is meant to show a basic setup and what its made for automatic input and UI switching. I will be making more videos on these things in the future. its for quick routing of input to the top most layer and also Playform/Icon switching so you can have the correct icons if you switch during gameplay. It is a really useful system and i cant wait to see more i use it along side the Enhanced input system to show the correct keys when remapping. There is more to this plugin then i get to in my video but i attempted to cover anything Input related. Good luck
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ความคิดเห็น • 57

  • @BiZkiDD2
    @BiZkiDD2 ปีที่แล้ว +15

    Damn son! After 52 seconds of watching your video I can already say it's better than the Common UI introduction by Epic which was almost 3 hours long..

  • @VolkillerGames
    @VolkillerGames  ปีที่แล้ว +8

    this is just showing part of the initial setup to have UI input icons switching handled for you there is more to both the input side and what the common UI plugin offers that i will be covering in future videos.

  • @Dondesocupado
    @Dondesocupado ปีที่แล้ว +1

    Good video, thanks.

  • @VolkillerGames
    @VolkillerGames  6 หลายเดือนก่อน +1

    Im currently working on a template to use Common UI with Enhanced input. Sub to see when i post it for everyone or check out my livestreams where i have been working on it. Wil replace this with a link when i release it.

  • @SerjSam
    @SerjSam ปีที่แล้ว

    Please tell me how to make the font size always default? How to save the font size (Applivation Scale) setting? That is, so that each new project opens with the selected font size?

  • @MuttonheadsOfficial
    @MuttonheadsOfficial ปีที่แล้ว +2

    Thank you for the tutorial, but from what I understand the "Common Input Action Data" are independent of "Enhanced Input". How to link them? Namely, I have a widget that displays to interact with objects (press "E" or Press "X"), with Common UI, it adapts with the correct icon if the user uses a keyboard or a gamepad, no worries. But if the user modifies the action button by remapping it, how can I ensure that my widget displays the new icon? I haven't found anything about that.

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว +1

      they are separate as the common ui is meant for general game ui that would never be remapped, and Enhanced input is player mapped input. Note that this should be changing in the future im not sure if it made it into 5.2 but common input actions will be able to accept a Input action soon and it will then base it off your input action and match it to a matching key in the Input action data to display the correct key the setup i was going to release got delayed because of this i had been overrriding and storing data about what each input action was it was a pain but soon enough it should be really straight forward

  • @Kiwi2703
    @Kiwi2703 11 หลายเดือนก่อน +1

    Thanks for the video! But where exactly is the library project with the pre-made blueprints you mentioned?

    • @VolkillerGames
      @VolkillerGames  11 หลายเดือนก่อน +1

      i had released an early version of it but its been removed im planning on updating these videos now that common ui is more complete and supports enhanced input and in turn enhanced input player mappable remapping so it makes things even easier

    • @JoaoVictor-fk8no
      @JoaoVictor-fk8no 11 หลายเดือนก่อน +1

      @@VolkillerGames yes, please remake this video and don't skip anything 🙏

  • @derf0007
    @derf0007 ปีที่แล้ว +2

    I get so lost around 2:20, is there a way I can see what you are doing there? I can hear typing, but nothing is happening on your screen. Maybe it is happening on your other monitor?

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว

      sorry about that the video is slightly slower then the audio there because i cut a pause out but its me typing the names i say all im doing is assigning the buttons there ie Foward/back like i show in the generic controller data that comes in the editor(though it might be from lyra ) sorry i had intended to follow up on this video i have been waiting for the plugin to finish updating atm they just added support for using this with enhanced input once alll that is finished there will be another video. if you do need help getting your system setup just let me know and ill try to walk you through it a little better then i did here

  • @midnightdev1284
    @midnightdev1284 9 หลายเดือนก่อน

    thank you for the tutorial! as i understood: if i will make remappable bindings by controls settings, i should change input type info from data table inside the code, right?

    • @VolkillerGames
      @VolkillerGames  9 หลายเดือนก่อน +1

      these were setup not to really change in this early build as ui buttons tend not to ever change but since i made this they added enhanced input support and that has built in player remapping and input actions are easier to work with imo

  • @Fikarblackproject
    @Fikarblackproject ปีที่แล้ว

    hai, can you help me? i want make a button, but when i click the button its same i click P ( keyboard ) thanks

  • @alienrenders
    @alienrenders ปีที่แล้ว +1

    None of this works for me. Only the default actions work. But let's say I want the Y button to trigger the button, it doesn't work. Only A ever works. And the back button never triggered.
    edit: I check on and off some of the checkboxes in the Project Settings for Common Input Settings and it just started working. Kinda wonky code if you ask me.

  • @GamesByHyper
    @GamesByHyper ปีที่แล้ว

    Hey! Thank you for showing this initial setup. I am also diving into the common UI since yesterday and still experimenting. Recognizing the controller inputs is easily done with your explanation. However, how can I switch it with a keyboard input? I do know that the Common Button Base has checkboxes like: Hide Input Action with Keyboard. I am a bit lost on the best approach here. I see in your second video you switch between keyboard and controller Icons. Can you elaborate on how?

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว +1

      the system itself detects input types so as long as you have the Controller data array filled out in Common input setting in the project settings it have one that is set to Keyboard and mouse it will switch to it when using the Common Action widget to display it, if needed because of your own setup the Common Action widgets also expose on input method changed

    • @GamesByHyper
      @GamesByHyper ปีที่แล้ว

      @@VolkillerGames thank you! This confirms something for me. I have used the controller data from Lyra which includes the keyboard and mouse. It is probably disabled somewhere in the config. I will start with a clean project without any Lyra configs to get the hang of it.
      I am also trying to figure out how to receive the inputs automatically on the focused widget without C++. Besides that trying to get the action bar to work and auto fill. No luck yet on both! Have you? It is a fun endeavor!

    • @GamesByHyper
      @GamesByHyper ปีที่แล้ว

      @@VolkillerGames Btw, just found out that the content examples does include a Common UI example map which is quite thorough!

    • @GamesByHyper
      @GamesByHyper ปีที่แล้ว

      The problem I had was the Gamepad name not matching the name in the controller input bp. I did make progress and think I’m beginning to comprehend the system now. Check out my progress: th-cam.com/video/8LRwlCZjXoY/w-d-xo.html

  • @Peleias
    @Peleias ปีที่แล้ว

    The only channel I found talking about very different things, mainly about the common UI.
    Have you used "Set Input Mode Game and UI" with Common UI? I couldn't make it work, it bars all commands as soon as I activate a widget. Working only the menus inside the Widget. (The Flipflop to disable the widget doesn't even work)

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว +1

      thanks i try to cover all the new stuff i see coming to the engine and what i learn making my own games :D as for set input i have had similar issues its the design of Common ui it handles input differently its designed to push and pop widgets into focus so the best way to go about it is to have a base Common input widget and then use that to push and pop all your main widgets, also if your trying to get inputs working in widgets they also support input events now unlike ue4, hope that helps if you have any questions feel free to ask

  • @Dondesocupado
    @Dondesocupado ปีที่แล้ว

    How did you configure in minute 4:06, the Xbox Button Mapping? I see it has a Gamepad Name "XSX" but I don't know where I can configure that, also Gamepad Hardware Id Mapping, etc. do you know where I can find information on this?

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว +1

      Its the common input base controller data its just setup with every button on an xbox controller granted you dont have to setup every button if your only going to ever show certain ones. As for Hardware id I grabbed that from the lrya project(you can grab the controller data there as well if you need to) And for xbox the Device name is XInputInterface and the HDI XInputController. Playstatio dualsense would b FWinDualShock and Dualsense

    • @Dondesocupado
      @Dondesocupado ปีที่แล้ว

      @@VolkillerGames I will check it out, thank you very much.

  • @sunnymon1436
    @sunnymon1436 9 หลายเดือนก่อน

    For me, this didn't resolve anything - so why can't widgets use keyboard keys when paused anymore? Still unclear.

  • @FPChris
    @FPChris 8 หลายเดือนก่อน +1

    Can the user select manually the type they want? Like instead of "generic" a "ps5 layout" ??? I usually run into issues as a player being stuck with Xbox icons on PC with no way to change them manually to PS5.

    • @VolkillerGames
      @VolkillerGames  8 หลายเดือนก่อน

      This is a great question i dont atm have a controller that doesnt use Xinput so im not 100% of the best way but you can set up multiple gamepads(or any other) in your common input settings in project settings that alone might work but if not on input method changed you can get gamepad name and set it manually using set input action or possibly another event i know overall it should be possible. i do plan on making an updated video to this now that the feature has changed a bit so ill add this on my list of things to look into for that

    • @FPChris
      @FPChris 8 หลายเดือนก่อน

      @@VolkillerGames Thx. I set up two controller data sets in the Project Settings. The one in index[0] in the project settings works as 'Generic'. I can't figure out how to "activate" index[1] for example it just appears to be ignored at the moment :/... Also, I could get the current gamepad name in Blueprint but couldn't find a way to set it. That might work if you can name Gamepad #2 to something other than 'Generic' and set it active

  • @GokdenizCetin
    @GokdenizCetin ปีที่แล้ว +1

    When an activatable widget is enabled, inputs are disabled. How do you handle inputs?
    For example, I added a function to my PlayerController, ESC key opens the Pause Menu. Normally it has a feature if it clicks ESC again, it should close. But, CommonUI blocks all the inputs and the player cannot close the pause menu with an input. How do you solve this problem? Thank you.

    • @gostek-de7kj
      @gostek-de7kj ปีที่แล้ว

      Hey, I have the same problem as you. Have you found a solution?

    • @GokdenizCetin
      @GokdenizCetin ปีที่แล้ว

      @@gostek-de7kj I have this problem for one month and still no luck. I inspected Lyra project files, they somehow solve this issue but I couldn't find it how they did. Lyra is a bit complex for me.

    • @gostek-de7kj
      @gostek-de7kj ปีที่แล้ว

      @@GokdenizCetin And just deactivating the widget won't help? I just got this error today and I'm devastated

    • @GokdenizCetin
      @GokdenizCetin ปีที่แล้ว

      @@gostek-de7kj Sure. The widget needs to be deactivated already, but before you can do this, the input needs to work. I made a "Resume" button, there is no problem when I click on it. But I can't deactivate it with "Escape" key

    • @gostek-de7kj
      @gostek-de7kj ปีที่แล้ว +2

      @@GokdenizCetin Yes, I have the same problem. It's a pity that there is no contact with the owner of the channel. :/ I will write here when I find a solution. Although what you've written sounds like it's hard.

  • @letenebrae3164
    @letenebrae3164 ปีที่แล้ว +1

    That's exaclty what is was looking for. Unity has a complete tutorial about that and Unreal (as usual) has only that trashy documentation to show. Thanks!

  • @vegitoblue2187
    @vegitoblue2187 11 หลายเดือนก่อน

    How do I go about displaying the keyboard and mouse wth this? Esp if I can reassign the bindings on PC

    • @VolkillerGames
      @VolkillerGames  11 หลายเดือนก่อน

      When this was created you couldnt really remap with it as its meant for UI input which isnt changed in a game ie you dont want players to break esc opening pause. BUT since this they have added enhanced input support so you can use your enhanced inputs directly so it would just read what is shown, it showing keyboard is as easy as adding the icons for the keys in the data table you set in the input settings That is what the "controller data" types you setup do they store the icons you want shown based on the button you add them to and set the control type inside it ue will then automatically switch it when it detects a change and it will default to keyboard/mouse if that is what you set as the platform default

    • @vegitoblue2187
      @vegitoblue2187 11 หลายเดือนก่อน

      @@VolkillerGames When did they add enhanced input for this?

    • @VolkillerGames
      @VolkillerGames  11 หลายเดือนก่อน

      @@vegitoblue2187 5.2 you have to enable it in settings it comes along some beta enhanced input stuff for player configurable data that is still being worked on.

  • @BaseRealityVR
    @BaseRealityVR 7 หลายเดือนก่อน

    I'm using the common UI in VR but every time I push a widget to the stack I loose all character input. Tried everything I can think of NOTHING WORKS,

    • @VolkillerGames
      @VolkillerGames  6 หลายเดือนก่อน

      IDK if you ever figured this out or if this is even in the right direction but, Common Activate UI has a function you can override called something like Input config might be able to find something in there or changing the widget stack from menu to game hopes it helps sorry for the late reply youtube doesnt send me notifications when there is a comment

  • @kingslayer8756
    @kingslayer8756 2 หลายเดือนก่อน

    man by this can this differentiate the Xbox and PlayStation controller ?

    • @VolkillerGames
      @VolkillerGames  หลายเดือนก่อน

      On pc atm you cant really tell the difference between plugged as it just detects gamepads at least this plugin by itself but i imagine combined with the dualshock plugin you could get it working pretty easy. There is also a new Windows Game input plugin coming that might help i havent looked into it

  • @dennis.i
    @dennis.i ปีที่แล้ว

    Can't get it work properly, when switch to controller the gamepad icon is not showing up.

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว

      did you setup your controller data settings, other then that make sure your Input action widget is named corrected so it binds you can make sure its bound by looking at the bind widgets window and under the widget name you will have a checkmark. you can also use on input method changed to make sure its being used

  • @joeanrachelmiller6529
    @joeanrachelmiller6529 9 หลายเดือนก่อน

    i've watched like 4 peoples videos and still no dice on this widget. the rest of common ui seems to work

    • @VolkillerGames
      @VolkillerGames  9 หลายเดือนก่อน

      make sure you name it correctly so it binds the events you can see under widget binds it adds a checkmark other bits of this system have changed since i made this i plan on making a new video at some point

  • @user-vf6eh1fo5u
    @user-vf6eh1fo5u 7 หลายเดือนก่อน

    you should have showed how to setup the input tables @2:36 and sped up video.

    • @VolkillerGames
      @VolkillerGames  7 หลายเดือนก่อน

      i agree this was done a while ago and now this setup is changed from the beta and supports Enhanced input as well as some other ui changes i keep meaning to update this video or release a template menu system

  • @elgrekko9634
    @elgrekko9634 ปีที่แล้ว +1

    You could show us when you add a widget in your map ! you do things too fast !

  • @bilalu.9149
    @bilalu.9149 2 หลายเดือนก่อน

    Try to not rush through your tutorials as if somebody was hunting you. Don't skip that many things, just a friendly tip.

    • @VolkillerGames
      @VolkillerGames  2 หลายเดือนก่อน

      haha great advice. I agree i rushed this when i make the video it was more to show off the feature when it was added to the editor and it wasnt fully finished and i had planned to make a updated Video and a real attempt at making it a tutorial and not just an overview for people that discovered it while it was only in the source build. I hope to get to that depending on when 5.4 fully releases if it has enhanced input+common ui working correctly along with a demo