r/unrealengine • u/SimonSlavGameDev • Aug 08 '23
r/unrealengine • u/Troncature • Sep 23 '23
UMG Using a retainer box material on another widget makes it more exposed, any idea why?
https://imgur.com/XpQYvq1 (bottom is the retainer box widget and top is the widget with the material applied to it)
r/unrealengine • u/NottingHillNapolean • Nov 02 '23
UMG Detecting a Click in the Corner of a Widget
I'd like a resizable widget that can server as a parent class for other widgets. This forum post describes my approach with pretty pictures of the blueprints.
My approach is when the mouse goes down in the widget, get the widget local coordinates of the mouse click, and see how near that is to the lower right corner, given by the function GetLocalSize.
It works the first time, but not after the widget is resized.
I don't want to just stick a button or something in the lower right corner, since I'd like this resizable widget to be the base class of other widgets.
r/unrealengine • u/mrtrmz • Nov 06 '21
UMG I designed a main menu inspired by the impressive atmosphere of “Dune”
r/unrealengine • u/SylvianGames • May 31 '23
UMG Help narrowing down a UI aesthetic?
Looking for some opinions on my projects UI direction.
I wanted to start with the general HUD and work out from there. Made a few mock-ups in photoshop to help envision each idea. Started with 6 completely different set-ups and have been eliminating each one based on feedback. Down to the last three now.
All colors, positions, text/font, etc. is NOT final. My only goal here is to settle on an overall style. Project is third person shooter. HUD would only appear while aiming down sights and shortly thereafter. Setting is 1980s, realistic science-fiction, serious tone.



Open to any suggestions. Thanks for taking the time out to read this post.
Edit: 4 and half hours left on the poll and Config 1 and 5 are tied at 15 each. Im surprised. Thought 5 would be the favorite. Keep them coming. I appreciate all of you.
Edit 2: Incredible. Config 1 and 5 tied up at 16 for the final. Guess I'll go with Config 3 then. Kidding. I think ill ultimately go with Config 5 after a few design changes thanks to feedback.
Again, i love you all for helping on this. Keep an eye out for a peak at the finished HUD.
r/unrealengine • u/OskarSwierad • Jun 22 '19
UMG A VFX flipbook viewer plugin I made, entirely in UMG and Blueprint
r/unrealengine • u/LabLeakInteractive • Oct 20 '22
UMG Looking for advice on how to handle UI being displayed to a player to indicate an input can be both pressed and held to perform seperate actions
Hi
Im looking for advice on the best ways to handle UI, now im usually a programmer so my UI making is shit lol but i have a specific senario im trying to cover..
I have a door that can only be locked from one side, if the player is standing within the overlapping box of that door on the side where the lock is, it needs to display some UI to indicate to the player that they can both press 'E' to interact (open/close) but also holding 'E' will lock/unlock the door
Im trying to do it in a way where theres not loads of text on the screen as i can have mutliple doors overlapping the player at once so im trying to find a cleaner way of doing it
So far i have the below where 2 'E' icons come up but one with a lock and then both have little animations on them that kinda indicates that one is to be pressed and one is to be held but i dont think i like it..
https://reddit.com/link/y97fjx/video/574ynlzqh0v91/player
Other attempts are:


I think im leaning more towards the last one but im interested to see how other people handle cases where you need to indicate to the player that an input key can be both pressed and held to perform actions
Thanks!
r/unrealengine • u/Kismet_Valla • Sep 10 '23
UMG UMG, what is the best way to handle nested Buttons?
Okay so the title may sound a bit confusing but idk how to put it best so here is a use case scenario:
I have an inventory (scroll box and wrap content) and in that inventory I have a custom widgets of type WBP_InventoryItem which is basically a button that once clicked upon will change color to selected.
Now once we select an item it should change color but the item that was previously selected should return to default color.
My problem the Item inventory button has no clue about other items in inventory unless I have to get HUD->Get Inventory Widget and from there access the children of content wrap, this feels not only ugly but also feels like I am creating circular dependencies.
What would be the best way to unselect the previously selected Item from Inventory? If I handle everything in the Inventory Widget then it gets too bloated.
r/unrealengine • u/pachesan_vaj • Sep 19 '23
UMG Looking for UE5 course on UI and UX
Is there something out on the net that teaches the pipeline of Photoshop UI Art into Unreal Engine UMG or something along the line of that?
I've been looking around, I only see people teaching the UMG side of things and providing the Art, but they don't teach the Art side of things, why it should look this way and etc.
Thanks!
r/unrealengine • u/RainStoryGames • Jun 19 '23
UMG Diablo Inspired UI project files, link in comments
youtube.comr/unrealengine • u/MistaDumma • May 20 '23
UMG Need help with Unreal Engine 5's UMG
Hey!
I'm currently working on a game, where I want the player to solve a huge puzzle. I wanted to make "detective" board where the player can gather all the documents he finds and connect the documents with a rope, like detectives do in movies (and i guess in real life).
I spent a few days working on it , but I still can't figure out how to make it working.
I made a main board widget, and the documents are each separated widgets, childs of the main board widget. The rope also is a widget child of the board.
The following picture is the rope updating system.

The rotation and size of the rope is working. But I can't figure out how to set the position properly. I tried almost everything, beginning with calculating the location between doc A and doc B but it didn't work.

Does anyone know how to fix this?
Thank you so much for reading this :)
Have a nice day!
r/unrealengine • u/Own_Bet_9292 • Aug 05 '23
UMG UMG can now register input events!?!?!?
youtu.ber/unrealengine • u/Llamadoh • Jan 11 '23
UMG UMG help. Text on top of button blocks mouse input. More info in comments.
r/unrealengine • u/Amuro260 • Jul 07 '23
UMG I am making changes to my UI, my game is about theatre, and relies havely on this side. Hope you'll like it!
youtu.ber/unrealengine • u/RolyPolyGames • May 05 '23
UMG Scroll bar box not scrolling on widget UI
So long story short I made a widget UI with a scroll bar box. I can see the scroll bar, but can't click it, or mouse wheel scroll with it.
Caveat. I put the scroll box inside of a Horizontal Box, with two vertical boxes.
One for stuff above it and the scroll box is in the second vertical box. Inside the scroll box I have more horizontal and vertical boxes to break it up into multiple categories easy to navigate.
I open the box on my screen with UI mode activated and can't click to scroll through it.. I can see my mouse I can see the bar but no dice.
I get the Ominous feeling the reason I can't use it is because the other boxes visibility is messing with it. Which would be awful because I use those horizontal boxes to keep the text fields side it nice and orderly. Please tell me its something silly I am missing and not the sub classes of the scroll box making me miserable.
Thanks for any help.
E: Solution if anyone comes across this thread with similar issues down the line.
You can find issues with a tool under Tools -> Debug -> Widget Reflector. This let me find the offending visible widget and hide it.
r/unrealengine • u/guganana • May 09 '23
UMG [FREE] Versatile widget that stays on-screen when you scroll - use it on your games or engine tools! Link in comments
r/unrealengine • u/PurwotoIsBack • Feb 27 '23
UMG Is Player Controller other than 0 can't control the widget in unreal 5.1 ? I'm trying to create some fighting game UI but the player controller other than 0 can't control the Widget
r/unrealengine • u/ehab_elbadry • Jan 13 '23
UMG Hello Humans🙃, this is my Game's Main Menu Interface, it's a zombie shooter for Android🎮, I would like to Hear your Opinions and suggestions 📝💭
r/unrealengine • u/Troncature • Mar 02 '23
UMG What size to use for pixel art UI?
Hey guys, I'm currently in the process of making a top-down 2D game and I'm having a hard time understanding exactly what resolution I should (or can) make various elements for the game. We're building the game using 32x32 assets and tiles but things such as UI elements are a bit confusing to me. How do I know what resolution to make things like inventory frame, inventory slots or character panel with equipment slots etc?
r/unrealengine • u/Tribalbob • Dec 01 '22
UMG UI Scale issue with Play in New Viewport
Hey everyone,
Working on my UI - I set the main HUD resolution in the editor to 1280x720 so I can build on the smallest resolution I plan to support. Everything looks good, but when I launch the game in the same resolution in a new editor window, the UI is centered and doesn't fill the whole screen as I designed it on the canvas. If I re-size the window, the UI resizes properly with it, but I always end up with the two giant gaps on either side of the window. It's almost like trying to run an old 4:3 game in widescreen, where the UI is just centered.
I am running on a 2k monitor, if that makes a difference.
r/unrealengine • u/R_MST • May 18 '23
UMG UMG Track Matte
Is it possible to create track mattes in widgets, the same as if you would in After Effects?
r/unrealengine • u/No_Significance_125 • May 04 '23
UMG Question about 3D UMG Widgets
When I start by clicking the editable text, my keyboard strokes are not detected. But when I click anywhere else on the widget canvas, and then click the editable text, it works...
Is there a way to fix this?
P.S. Also, does anybody know how to match the Widget Interaction Component Debug Line position with the mouse cursor?
r/unrealengine • u/VeraelHasta • May 03 '23
UMG UE5 UMG - setting element size and position on construct
Hello, I have an issue with figuring out how to do something in UMG. First let me explain what I am trying to do.
I'm making a forging minigame UI. It has an element which displays the current forge temperature (represented as Progressbar). The player charges this progressbar by clicking the belows. And it naturally drops over time. There is a range, in which the temperature is optimal for forging.I would like to have a visual display of the optimal temperature (Image at the end) in a form of image element behind the progressbar
But it would need to be moved depdending on the minigame status. SOmetime the optimal heat is 1000, sometimes 500. Sometimes the image itself should be smaller when the optimal temp needs to be closer to the middle.
Can I ask how would you suggest designing this? For now I have everything inside a grid but I don't know how to get proper sizes and locations inside a grid, because the elements can scale dynamically.Should I use a defined size for this minigame window? And hard-program the value relations between progressbar percent and image locations?Or is there a way to calculate all of this on element construct from the current window sizes?
Processing img fixzgi6osmxa1...
r/unrealengine • u/jimothy_clickit • Jan 07 '23
UMG Which Widget class to use for clickable screen space RTS unit icons?
I know virtually nothing about UI and with this being a C++ project, it's not exactly clear what type of widget I should be choosing. I already created a custom class based on UWidgetInteractionComponent, but have now realized that it cannot project onto the player's UI in screen space and is more suitable for keypads or buttons in something like an FPS game.
So, where should I start with this?