How to make Modular Widgets/UI | Base/Parent Widgets | Unreal Engine 5 Tutorial

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In this tutorial I explain how you can work with a modular widget approach in your projects. I showcase how you can make a base button as an example, which can have certain elements parameterized for modular reusability within other widgets.

This way you can streamline the design of your projects, and it allows for easily re-using similar widgets within others.

Overall working with a workflow like this can save a lot of time.

#unrealengine #tutorial #widgets
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Hey guys,

👨‍🏫 My Patreon link:
Download Project Files | Premium Tutorials | Courses

💦 Get our Game on Steam | Kekdot Center:

Kekdot
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Excuse Me except on 2:39 on My Unreal Engine 5.3 there's no "Events" thing for me what's going on!?

sampsonist
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Wow, I was already working with this modular system, but when I saw that those event dispatcher calls "just show up" in the parent widget, my mind was blown. I was binding and creating additional events. This will clean up my blueprints a lot! Thanks for the great video!

dustremastered
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@kekdot Please make a tutorial on How to make Logic for [ Next ] button for go into the Next level
But please also show from Level 1 to Level 5 how the Next button we can Make?
Thank You ❤

Gametime
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Another great video tutorial, keep up the great work.

christofferwinterjenssen
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Would love to see more of this in a series for things like button width and height overrides, swappable icons that can be scaled, things of that sort. Anything in the BPW UI space working in a modular fashion is extremely useful and there isn't much info on it that I can find. Thanks for this intro to what's possible. I love the way you explain things!

AJapaneseDream
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Fantastic tutorial! Fast and concise and covers all the basics for making modular widgets! Very well done :) Liked and subbed!

TorQueMoD
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The biggest issue with doing this is that changes to the base button do not propagate to the UI elements that they were added to, and you'll have to remove and re-add them again any time you update your base button. Do you have a workaround for this?

EDIT: Awesome, this is just a visual bug! If you restart the editor the changes propagate! Thanks kekdot!

siegekeebs
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Do you know how to programmatically select and edit exposed variables from widgetA to one of say 5 instances of widgetB?

For example having multiple clicker buttons in an idle game all from the same modularized clicker widget and when clicking an upgrade button from a separate widget, update the amountPerClicked value of only one of the multiple clicker buttons? Think buying an upgrade for the lemonade stand in Adventure Capitalist.

BotchedTaco
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So what happens when I have something that needs to be constantly updated, for example a Hotbar with several slots that have cooldowns that are obtained through a cooldown component reference.
When you put them inside another blueprint, outside of it you lose access to all of its bindings. You'd have to set the values externally through something like the Tick event... which defeats the whole purpose of using bindings. To avoid this you'd have to set a ref to each slot, which creates unecessary amounts of references.
Otherwise for static elements this works ok

finesseandstyle
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dude, your a light saber, thanks so much. using this way i had better optimized experience and had much more fun making my menus, also, the buttons resize properly and work as intented thanks to this method, since its so clean.

GameDevAraz
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I really like the topics that you Show and the way you teach is nice. Instead of giving us specific tuts you teach the principle. It's always a pleasure visiting your channel <3

TheNapkuchen
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I applied this logic to a Progress Bar and Text, but for some reason the Bar and Text will not update when I call them from another Blueprint. I have my Bar and Text Modular and in my HUD I access them and can edit everything I want, but when I call them in Third Person BP, the UI never changes.

Any thought why?

MrSkyerHawkins
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is it normal that if you change the base class you have to restart the engine in order to see the changes applied to all instances of the base because its getting really annoying

ikelos
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Why is his button rezize mine is smaller then the "Button Text" when dragged in

WhteQueen
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In case of an AR how it done food menucard work. can you make a tutorial video of this method?

ameenafi
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Great and informative video, as per usual! Do you have any plans to cover more in-depth the UI system? Watching your videos for the MBLS you can see how clean and scalable your UI is and no matter what I do I cannot get pixel perfect or scalable UI elements, and cannot find any reliable or good videos online for it. Would be great to see one.

TheRealCrappyGamer
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Amazing man. Do you know how to get the text to scale to the button rather than the other way around?

thelaw
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easily one of the best ue channels, love it, keep it up.

lululu
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This one's beautiful. Thank you so much! I would love one where you explain how to create Binds (or a more memory efficient way to modify info) from a child/module to its I found a post in unreal forums where it's also very well explained, but have tried the solution and it has not worked for me so far.

RafaMartinelli