This is a GAME CHANGER. This is how we make a snappy and responsive UI. I've played way too many games that are struggling to have an optimized UI and it lags going between menus or has that stutter on open or close. This was fantastic thank you.
UI Material Lab - should put that in the description if it's a requirement, I found the Marketplace asset, good that it's free which wasn't mentioned... it leads to an Unreal Learning tutorial that shows blueprints to use with it. I think this video is actually a UI Material Lab demo with some customization, I guess I'll start using UML instead of UMG "Intuitive Material Building with the UI Material Lab | Inside Unreal" is the 2hr RUclips video cited
Presentation could be better. Most of the concept is VERY valid. While I wouldn't look at performance too much, this approach does provide nice optimisation from the box if your RetainerBoxes are setup correctly. Also, must note that in 5.3 RetainerBox is bad with text rendering so this limits it somewhat But avoiding layout invalidation through material animation is a very good approach, it will require making extensive library of material functions but it's worth it. Also, ability to drop material folder to the artist and make him handle it is awesome
19:04 - Awesome chart. I would like to ask: which consumes more resources: BP Calling an animation montage clip 0-100 frames, or triggering an animation clip node (0-100 loop)?
Very curious how input would be handled if the final position is determined programmatically in the materials. Is this technique more appropriate for pop-in pop-out? Would you use a larger button hit box over smaller "dancing" UI elements?
To be brief, you only use all that positioning logic if your UI element isn't interactive. If it must be interactive (cursor over popup or button) you will use an hybrid approach: you still have a button positioned on UMG editor, vanilla process, but this button will have a material on its brush (not an image) and this material will drive the looks, animations etc. It will make the creation process of this UI a lot faster and will improve the runtime performance too. Animating UI is an expensive process, the UMG Sequence Player does not perform well if you have complex vanilla animations, so moving them to materials will give you a lot of advantages. You can use the animation system to drive material parameters btw, there is another video on Unreal Engine channel talking about this.
Seems like developing some material instances of background + 1 icon, background +2 icons, etc for how many you might need would cover a lot of use cases and then adding a strong set of material library functions for manipulating them could get you a long way with your work flow and let you find places to optimize things by switching in those material instances over using overlay panels + buttons and images
I know his last name is Janak, but I had to look him up to double-check (no pun intended) to see if he's American. His accent is actually really, really good.
This is a GAME CHANGER. This is how we make a snappy and responsive UI. I've played way too many games that are struggling to have an optimized UI and it lags going between menus or has that stutter on open or close. This was fantastic thank you.
Definitely the best presentation of this year's Unreal Fest and I can say this as a totally unbiased viewer!
There's lots of examples of practical use for this workflow in the Lyra project. Most of the UI is built this way.
UI Material Lab - should put that in the description if it's a requirement, I found the Marketplace asset, good that it's free which wasn't mentioned... it leads to an Unreal Learning tutorial that shows blueprints to use with it. I think this video is actually a UI Material Lab demo with some customization, I guess I'll start using UML instead of UMG
"Intuitive Material Building with the UI Material Lab | Inside Unreal" is the 2hr RUclips video cited
Presentation could be better. Most of the concept is VERY valid. While I wouldn't look at performance too much, this approach does provide nice optimisation from the box if your RetainerBoxes are setup correctly.
Also, must note that in 5.3 RetainerBox is bad with text rendering so this limits it somewhat
But avoiding layout invalidation through material animation is a very good approach, it will require making extensive library of material functions but it's worth it.
Also, ability to drop material folder to the artist and make him handle it is awesome
Jeez this is GOLD!
19:04 - Awesome chart. I would like to ask: which consumes more resources: BP Calling an animation montage clip 0-100 frames, or triggering an animation clip node (0-100 loop)?
Very curious how input would be handled if the final position is determined programmatically in the materials. Is this technique more appropriate for pop-in pop-out? Would you use a larger button hit box over smaller "dancing" UI elements?
To be brief, you only use all that positioning logic if your UI element isn't interactive. If it must be interactive (cursor over popup or button) you will use an hybrid approach: you still have a button positioned on UMG editor, vanilla process, but this button will have a material on its brush (not an image) and this material will drive the looks, animations etc. It will make the creation process of this UI a lot faster and will improve the runtime performance too. Animating UI is an expensive process, the UMG Sequence Player does not perform well if you have complex vanilla animations, so moving them to materials will give you a lot of advantages. You can use the animation system to drive material parameters btw, there is another video on Unreal Engine channel talking about this.
If you don't mind, could you post a link?
Seems like developing some material instances of background + 1 icon, background +2 icons, etc for how many you might need would cover a lot of use cases and then adding a strong set of material library functions for manipulating them could get you a long way with your work flow and let you find places to optimize things by switching in those material instances over using overlay panels + buttons and images
Compared to the material in the 8:41 section, the colour of the compass numbers seems a little lighter in the material. Resolution issues.
Basically the way it was done in Lyra game sample.
Pretty handy.
I know his last name is Janak, but I had to look him up to double-check (no pun intended) to see if he's American.
His accent is actually really, really good.
is this demo available for study ?
Thank you
Can anyone bring the little empire game back to the arena? This treasure was buried by camel game.
last year faced a map task, ruclips.net/video/aUllou6wXtA/видео.html , used the same approach and thought I was doing it the wrong way.
can you share the demo 🥲🥲🥲🥲