How to use the Common Action Widget | Unreal Engine 5 Tutorial

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This tutorial shows you how to make on-screen controls that automatically switch when the input type changes. This way the correct keys will be displayed if the player uses keyboard or controller.

0:00 Intro
0:10 Install common UI plugin
0:20 Input action data table
2:04 Controller data blueprint
04:55 Project settings
6:59 Set up HUD
7:49 Add action name to HUD
9:05 Outro
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man common UI looks great, thanks for the video

CinematographyDatabase
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Thank you bro for this video! Pretty helpful!

apoka
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no matter what I do, this is the third tutorial and it always fails in that when I move the "CommonActionWidget" panel to the canvas, no icon is displayed, but only an empty space, and the Visibility setting cannot be clicked to another option than Collapsed

centralcrystal
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For the love of God don't skip around the video and miss 5:18 where you rename the default gamepad name to Generic like I did 😭

nick
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I followed all the steps but for some reason the common action widget buttons are stuck on a collapsed visibility. Do you know what could be the issue?

KonanFlower
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5:50 The 'controller data' array. Can you make a gamepad setting for Xbox, PS, and Nintendo layouts and set the index of which one to make active?

FPChris
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so how would i change button name base off container type i have the container set up to the button it only change name when i first open the container then it stay that name on every container but i i want it to switch on each one but its not workin un less i close game an run game again

trypresident
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Can I use this inside a texture in a blueprint? When interacting with an object I have to appear the e to pick it up, could I replace it with the button on the controller depending on what is used? thanks

TaiiD
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Does this also work for widget components on actors? i.e. if I have a 'interact widget' attached to an actor, will this automatically change the input action image based on which input method is being used?

TheRealCrappyGamer
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does this work with enhanced input? when you rebind a key

DKiRZ
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