Unreal-5 Menu UI: PROGRESS BARS Explained (60 SECONDS!!)

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Here's the crash-course on how to use Progress-Bars in Unreal5 Menus-!!
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Another classic Menu tool that really helps bring your UI to life in Unreal5! Hope it helps :)

TheRoyalSkies
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Cast BP First Person Character into a variable and call it like My First Person Character. That way you only have to do it once in begin play, and not every frame. Then you can drag F ammo pin from My First Person Character instead. Hope this helps.

Hellwalker
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A warning about doing it like this.
Binds in UI run on tick, its much prefer for performance to run event based.
Updating an ammor bar would listen to event "ammo changed" for example and only update the UI when that event fires instead of 60-100times/second.

Wrexthor
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I was literally wondering how to do this a few days ago, Thank You Skies!

angelaheart
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In my UEFN Editor are not even PROGRESSBAR or SLIDER to see what did I miss?

DeilmosFN
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your videos are so helpful, I wish everyone uploading content was as concise as you are, it is so valuable so thank you very much

alejandrocanca
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I can't find any videos on this, but would you know how to do a "hunger, thirst, sleep, temperature and temperature outside with Ultra dynamic sky's" with Icons that are invisible but as you get more of that skill the tint changes so it will go from invisible to yellow to red for example? Kind of like the INeeds mod in Skyrim

gigasoftgaming
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Hi, @TheRoyalSkies
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Do you know if we can do something similar in UEFN?

ptitgagnon
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This is not a good way to do something simple like this. I will not preach like most other ue people "avoid casting as much as possible" but this small widget definitely not a great place for it. Reason is your RAM will not like it very much. You can test it yourself if you will go and right click and select size map, it will show you that your tiny widget now holds all the info about your player character with all the components, textures, and else. If you would then remove the cast node and character reference that you have created from it, you will immediately see that now all of a sudden ur widget occupies a tiny amount of ram. There are multiple ways to do this a proper way, for example you may use a blueprint interface for something like this, depends on where you want to create this widget. Most obvious solution that people use would be player controller bp, i do it mainly in the custom created HUD. So you need to create the blueprint interface> call it whatever you want> open it up>create a function in there that you want>click the input box>in the details click + on the input>chose the name and type for the variable that you want to pass along with this function> go into your blueprint of choosing> go to class settings>under inherited interfaces in the details click add> chose your interface>compile and save>on the right under interfaces drop down you should see your event>double click it or drag it> here you have your created event> now inside your character blueprint find the variable you want to pass along> it should be associated with some event that can change its value or interact with it> go to the end of execution chain> right click type the name of the function that you have created>it will give you that function with an input pin>plug your variable there> if you have created your widget inside a player controller type get player controller>plug it into the object reference pin> now you can get back to your player controller> grab your widget object reference> drag out from it set variable that you want to change\update with your interface function> plug into interface event> plug the output pin of the event to the input pin of the set variable> You are done!

salivangamechannel
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Never use Bind there, it's too computationally expensive

Nerf_Jeez