CommonUI EP 3: Navigation

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CommonUI currently uses the built in UMG navigation system, it will eventually get a special system but for now lets learn how to use what we already have.
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this video is gold. thank you so much. i was having such a nightmare by not being able to move to the proper widgets when creating sliders

FF-FAN
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How can I override the arrow keys to be wasd or something else for this keyboard navigation?

dynamicplayz
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Hello!

Sorry you might have covered this already and i wasnt able to find it.

I am currently doing a death screen (widget). On construct I add my Input mapping context for navigation. I only have 2 buttons on that widget: main menu, and restart the level.

I thought i could simply just get the IA_MyInputAction event in the widget graph and then do my logic that way for selecting buttons (i have some animation on hovered/unhovered playing), however apparently you can't do these input action events from anywhere besides the character/level BP? I also want it to work with gamepad and play those same hovered/unhovered anims on the buttons.

Am i overcomplicating things here, or how would I go about doing this with enhanced input & common ui? Or if in case you went over something like that already in this series, would you be able to point me to the exact video? Thank you!

albertkam
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What does it mean to "GOTO" a widget? How does it determine that a widget is something it would want to stop on? Once it is on a widget, what does it do to that widget to highlight it? Does it set it to hover state? I feel like the underlying basics are missing.

alienrenders
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maybe you can help me i have a CUI_MainMenuStack in it a activatableWidgetStack i push CUI_MainMenu and if i start the game i cant get the focus i always need to move my mouse so my gamepad has focus on the buttons but it should work without mouse

And a other issue is i have a tabView and i wanna set focus on elements inside of the switcher

Athurito