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TutorialMenu Navigation using gamepad or mouse and keyboard | Unreal Engine

I've seen many different methods to accomplish menu navigation and I've probably tried all of them. They're good in some ways and broken in other ways. So I decided to create this tutorial to help anyone who wants to get started with menu navigation.
You don't have to call the buttons and sliders "prefabs". I just decided use that terminology.


1. Starting
Create a new project. (I just used the first person template.)
Create a widget (Right click in the content folder > user interface > widget blueprint)

Name it "WBP_NavExample" or whatever.
Then create a folder named "WidgetPrefabs"
Make two more widgets in that folder named "WBPF_Button" and "WBPF_Slider"

2. Button Prefab
Open the button prefab widget
Add a size box (400 x 60 or whatever)
Add a button in the size box
Add a text block in the button
The hierarchy should look something like this

The button itself

Now in the graph tab create this

3. Slider Prefab
Open the slider prefab widget
Do this

The slider itself

Create bindings for the slider and text block, then set both to the "slider value"

On Tick, set the styles based on if the slider is being interacted with or not

Cache Style and set bool on capture

And add a function to toggle the visibility of the text

4. The Navigation Example Widget
Create this, or something similar. Notice how I used the prefab widgets? They're located in the "user created" category of the palette

Make the grid panel wrappable. (Eg. You wanted to navigate from button 0 to button 2 by going left once instead of right twice)

Here's how I handled the events

Here's the button events collapsed graph. They're all handled the same. Get button > Bind event on pressed > fire events when needed

5. Set up HUD for testing menus
You can create a HUD blueprint class or in this case just use the provided HUD class
This is all I did to add the widget to the viewport and test pausing the game


Project files:

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