TutorialMenu Navigation using gamepad or mouse and keyboard | Unreal EngineIntroduction
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.
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
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: https://drive.google.com/file/d/1N8q...ew?usp=sharing
Top similar posts to TutorialMenu Navigation using gamepad or mouse and keyboard | Unreal Engine
Hi all, I have been trying to figure out why I am running into issues with UI/UMG focus problems. Basically I have a very simple Test UI, it has 2 buttons in a vertical box and a image behind them. On event create I set keyboard focus to the top button and when the game starts, both the keyboard, gamepad and mouse work well. However as soon as I click anywhere there is not a button (i.e. the background image) the buttons lose focus and the keyboard/gamepad will not longer work. (unless I click ...
I recently purchased an Asus gamepad for Nexus Player - I didn't notice the Nexus bit until I checked the packaging for more info for this post (that might be part of my problem) - and the gamepad controls my mouse and certain keys. I have tried a variety of programs to remove those functions; I only want it working with my Steam games. I have tried using xboxdrv & ubuntu-xboxdrv via the instructions on this reddit page: https://www.reddit.com/r/linux_gaming/comments/2x2ts8/xboxdrv_config_f...
Is it possible if yes how can I get the mouse position within an actor class in c++ ?...
Upgraded from 4.19 to 4.20.2. Trying to get functionality back of open world navigation. Getting the following warning in the Visual Logger: LogNavigation (Warning) Trying to register BP_FireFly_C_3 as enforcer, but NavigationSystem is not set up for enforcer-centric generation. See GenerateNavigationOnlyAroundNavigationInvokers in NavigationSystem's properties Property "bGenerateNavigationOnlyAroundNavigationInvokers" is protected. Code: /* Open world navigation. Us...
I am using the FPS Tutorial as a base for a third person game (just substituted first person for TPS with a spring arm camera) and I need to clamp the rotation speed controlled by the mouse based on a float value. What is the best way for me to do that in C++? ...
Now available on the Marketplace. Find your way in the world with the help of ADF Navigation. The pack includes: ADF Receiver Radio Magnetic Indicator Relative Bearing Indicator (Fix Card) Relative Bearing Indicator (Movable Card) Demo Cockpit Layout Demonstration Map Features:Two mode receiver with frequency tuning and standby to active selection. Morse code translation of the nav facility identifier Data driven navigation aid facilities Customizable Instrument and receiver settings Easy...
Support Page Welcome to the support page for the ADF Navigation, where you can ask any support questions or feature requests for future updates. Thank you....
Hi Not sure if this in the correct place, sorry if it is not! The left joystick is working as expected with the way I have set it up, with up going forward, down going backward, left going left and right going right. However the right one seems to have move left and move right set by default and I want to get rid of this. I went into the engine settings (pic attached) and tried to change these settings to none, but the input still remains when I play. Is there something else I can try? Anothe...
Has anyone created their own custom virtual keyboard for an IOS app? Instead of using the built in Apple one? About to possibly embark on that long challenging task, but was hoping that it already exists, and is a purchasable option? Pls let me know! Thanks - Jerry...
I started a project a few months ago that is basically architectural visualization. You start at one location, but you can move around and, for example, go in front of the couch and try a totally new couch. When this happens I want to switch from the MainCharacter (BP only) camera to another camera which is above the couch, and the player can move the mouse to look around. With this tutorial I was basically able to do this, but when the camera switches there's no mouse movement. The same with ...
I have a situation where unreal navigation is only on the floor and I need my AI to climb on walls and such. So I bought this thing called AI behavioral tool kit and it lets me set my AI movement and logic which is pretty easy to do. https://www.unrealengine.com/marketp...havior-toolkit then there is the spider navigation which makes a custom Nav Mesh in game https://www.unrealengine.com/marketp...der-navigation so I what I need is for someone to some how make the AI tool kit that will be ab...
Hello everyone, There is one thing in the engine that has always bothered me, which is in the use of enumeration, inputs, and outputs. The reason for this is that if you use a very large enumeration or many inputs and outputs, it is almost impossible to change the line that the value is. My suggestion is to remove these hand controls and put the line adjustment by mouse. ...
Ok, I'm having an issue with object navigation, that may be a little easier to explain if you refer to my drawing in the non-rembrandt style. This thread also attempts to explain an older thread on the parallax problem which I was unable to solve, so would really appreciate some help guys! My game has goal locations within a circular level that I want the player to get to. The player MUST use environmental cues such as the two stars in the image that represent two mountain landmarks in the m...
Hello all, I'm currently working on a open world project and I want to create a simple navigation system that will help the player if they become lost. I wanted to spawn in a actor (when the player presses a button) that will travel to the currently selected objective. How would I go about doing this? Should I use the behavior tree or could I use AI Move To?...
Hello, i followed this: https://docs.unrealengine.com/en-us/...rtualKeyboards But somehow it don't work. I don't know why...please help! When i go to the Widged that displays the hint Text 1212 and right-click i cnat't activate it for an input like it's shown in the video I don't know which blueprint i can show you, because i don't see where i might have done a mistake...i followed all steps. I can show a blueprint if you ask for it. thank you all!...