Great tutorial! One extra tip I'd suggest though is that you don't need to work out the X and Y positions for the buttons for varying sizes to get them in the middle, just change the "Alignment" property underneath the position and size in the details panel to 0.5 on X, that will change the origin point of the button to the middle.
For ''Load Streaming Level'' bug; Just add a node which is ''Set Game Paused'' before load your stream level and unchecked paused box. Because when the game is paused, sub levels can't load properly.
If anyone is having problems with the screen locking when coming back from Pause Menu to Game. Use the "Set Ignore Move Input" Node instead of "Set Input Mode Game and UI" Node.
Thank you, your tutorials are helping me a great deal! One thing I had to change though: for returning from the Options (settings) menu, I did add the "True" option for the Is Game Paused check. If True, I return to the Pause Menu, otherwise the menu disappears but the game remains paused and I can't do anything.
Hey Matt I have one issue:When I go to the main menu and press escape it pauses the game and when It gets removed I lose my mouse cursor and need to press pause again and press exit to main menu.Can you tell me how I can fix this? I would really appreciate it.
to fix the camera issue after coming back from the mainmenu, edit the level blueprint from your level so it changes the input mode back to: Game only on event begin play( dont forget the player controller)
Very cool tutorial, i prefer defining quitting to menu or desktop. I actually tweaked the main menu i made based on yout video where i figured if you dont have an image and place a camera in the main menu level you can build a Live 3D main menu. Took me awhile to mess with but looks really cool and i thought id share the idea. Maybe you could give it a shot. I also used the free industrial props asset pack to add some flare to my Live main menu. Now with some menu sound and maybe some music its really gonna come together.
Thanks man, and yeah it's a great little feature! Thanks sounds great too, really improves the feel and immersion of a menu. Thanks for sharing it man, that sounds amazing for your game, definitely sounds like it's coming together nicely :)
@@MattAspland np dude happy to share anything i learn around. and yeah its getting there so and so, so far i have many projects split apart with various things ive learnt deployed in them, i am yet to frankenstein monster them all together, knowing ue4 that should be fun XD.
@@Sector333 Haha heaps of fun and even more errors and pain lol. Great that you're learning loads though, lots of smaller projects is the way to do it. All the best man :)
@@MattAspland Hey i have you and a few other youtubers to thank for all my progress, im a visual learner always have been so couldnt do it without u guys there to teach us. RUclips Game dev teaching channels are the backbone of the indie scene. :)
@@Sector333 That's great to hear man, thanks so much again. I love when the community can come together to provide different content and all help out. And I love even more being able to see the results working out like it is for you :)
I noticed a bug if you enter the pause menu and change to the options menu and push p and not back you get stuck with an unremoved widget Also would it be possible to add a character design section and be able to save this to make it persistent next load Or what about making some added sections for stored save games to load or delete, or load a last current game Any plans to further expand?
@@celestialthunder4026 not yet , I haven't had a chance to go through it yet ,just moved and setting up a dell r720 for running a server vm for game dev with unreal so been a bit busy , but as soon as I get everything worked out and get a chance to revisit this setup and debug it I will drop a message , if I remember there is a remove from parent missing or in the wrong place but I can't be certain till I can get back on my laptop to check
@@TheTrifel I managed to find a work around to this issue that works for me. I made it so when you click the pause button again, it removes all the widgets, then made it so it adds my main character widget back on the screen.
I cant seem to fix the issue where when I pause the game and go to my options menu, the pause menu stays visible. I can remove from parent using the back button but this then prevents the pause menu from showing when I press 'back'. The closest I've gotten is by adding a sequence that re-creates the pause menu widget but this also happens when I press back from the pause menu. Can anyone help please?
Is there a way to disable input on the resume/options/quit when pressing on options. As I want it so the options menu pops up just to the left of the resume/options/quit. Then pressing back will re enable input for the resume/options/quit.
Excellent bro, too bad RUclips remove dislike count buttom, This are the videos that you can know for sure how good they are, by watching the like count, ty so much!! :)
Ty, I was following the official unreal blog to make a pause menu but this doesn't work if you set it to "Set Input Mode UI only" cause you'd be blocking the input to close the pause menu with the same button.
Amazing tutorials by the way, thank you so much for teaching us! :) 1 Issue though, When you press Start from the main menu, your mouse control the camera movement fine. But when from the Pause Menu i hit quit To Main Menu, and then press Start from there, it puts me back into the game, but camera moves by clicking and dragging the mouse instead of just moving it.. Why is that? Thank you again!
@@DevMarcell to fix the camera issue after coming back from the mainmenu, edit the level blueprint from your level so it changes the input mode back to: Game only on event begin play( dont forget the player controller)
Great tutorial though I had to untick "Execute when paused" because if I pressed "P" again and again then it would just continuously add the paused menu widget and it would resume gameplay on the background.
Love the tutorial. Only problem I have so far is that when I set up the Settings Menu with your "is Valid?" it never gets rid of My Main Menu page so I end up having them both overlap. When I Remove From Parent, it works in destroying the Main Menu page when I switch to my Settings Page, but then I can't get back to Main Menu when I hit back, and then I'm just stuck in Pause hell with nothing no menu on the screen. Wish I knew what I was doing wrong on that, great video tho
great tutorial. i still have an issue though. when i go back to the main menu from the game and then start the game again, i have to hold down the mouse button to look around. any suggestions?
This is so great. I learned a ton. I am having one issue which I am sure is a simple setting. Everything works while testing by hitting the play button in the editor. But when I package it to test, the screen resolution doesn't change. Do I have something set to always be Fullscreen maybe?
When I start the game and then pause, quit to main menu, then click start again I can't use my mouse to look around until I pause the game, unpause and then I can use the mouse. Any fixes?
[FIXED] When I got to main menu it on loads the start of the game instead of the main menu UI. However I have another issue where when I go back to the main menu from the pause menu, the back button brings me back to the pause menu instead of the main menu.
This does not allow for controller or keyboard navigation during gamepause, right? Pls tell me I missed smt simple. The input event is set to execute when paused.I have been struggling with this pausemenu for a few days now as it's one of the last things I need to do, and I can't seem to reconcile the widget with gamepause and controller/keyboard navigation whatever I try.
Really nice tutorial, thanks! I tried to follow this tutorial creating buttons to change textures, and tried to create the widget only by pressing tab. The problem is when I click on some options from the menu, pressing tab doesn't close the widget unless I click somewhere else in the screen first. Is that a bug on Unreal?
Thanks for this amazing tutorial. I tried this and everything is working well, except the part where I can Press 'P' or ESC to unpause it. It is unpausing the game but not moving the widget from screen.
Thanks for the tutorial but seems really buggy. Esc still pauses on the main menu, cursor sometimes remain after unpausing, the options menu overlaps with the pause menu sometimes for some reason and you can unpause while in options but the options menu remains so it's stuck on your screen. Haven't figured out how to fix any of this so far.
So after messing around for a while, I figured out how to solve these. For the pausing on the main menu, I just opened up the main menu level and then on the world settings I set Default Pawn Class to None. For the pause menu overlapping, I had to add Remove from Parent on both outcomes for the Is Valid checks on the Options and Back buttons. For the cursor problem, I had to add Set Input Mode Game Only on the New Game button after it loads in the level with Get Player Controller on the object reference. EDIT: There was another issue where it unpaused while in the options menu when you hit Esc but the options screen got stuck on screen. I fixed it by creating a boolean called IsOptionsOpen and setting it to true on the pause menu widget when the options button is clicked. Then on the options menu widget, I create a custom event that removes itself from parent and then adds the pause menu back to viewport. Finally on the ThirdPersonCharacter BP when the Pause key is pressed, I add a branch that checks IsOptionsOpen (after pulling it from PauseMenuREF) and if true, will call the custom event (again, pulling OptionsMenuREF from PauseMenuREF and then calling the custom event from that). This will make you go back to the pause screen if you hit Esc. If false, Esc will unpause the game. Hope that made sense lol
@@firstreality3867 It sure sounds right in my head, but I couldn't get it to work. Did everything to the best of my knowledge but it didn't change anything it seems. Would love to see your blueprints :)
@@domfiglhuber RUclips won't let me post URLs for some reason so just go to the imgur site and add "/a/2SUJvhC" to the URL for all the screens. It's a little different from how I explained it earlier and I don't know if this is the best way to do this but it works for me. Also I made an enumerator to indicate which menu is currently open so that the right menu closes when you hit Esc or whatever your pause button is.
@@firstreality3867 Yesss I got it working perfectly, thanks to you! I did have to add "create widget [Pause-Menu]" for the Back-Button in the Options menu when Branch-condition "is Game Paused" is true. Without that, it removed the OptionsMenu Widget but the game remained paused.
Hey man, thanks for sharing! I got pretty much everything up and running, the thing is, I also made the MainMenu but I don’t know how to disable inputs for the PauseMenu when I’m in the MainMenu. PauseMenu overlaps the MainMenu, am I missing some node somewhere? Thanks again! Your tutorials are dope, best videos for UE4.
I had the same issue and realized that I was creating the main menu widget when clicking on the "Exit To Main Menu" Button. Make sure that you actually open that level instead of creating that widget and adding to viewport.
Hi! I implemented the pause menu just like you did, but I encountered a little problem: when I press the "return to main menu" button and then quit the game (so I'm back in the editor) I see that my character fell through the map the whole time I was in the main menu (I have to scroll out of the map a bunch of times to see my actual map again) How do I pause/stop the "current" game when I return to the main menu via pause menu?
I think this has something to do with game modes. I'd bet money that your character was also spawning and falling through your world on your main menu, but you didn't notice it because you would start the game. See if you can set a game mode override in your World Settings for the main menu map that's different to your main game. I had a similar problem with my main menu, which I noticed when I heard the looping footsteps on my character. Your game mode might be spawning your main character and causing the problem.
Is there a way to only allow the pause menu to be opened on certain levels and if so how would I do that, since currently I can open the pause menu on my main level and end up hiding the mouse on the menus and breaking everything
When i click my pause button "P" again once its open for somereason it runs the code but doesnt remove it from parent and i dont understand why? any help?
I've noticed when I transition from the game over screen to the main menu, it causes a glitch that turns off recording software, is there a fix for this, my transition is similar to yours
This was a great tutorial, everything in the tutorial worked out great! The only problem I ran into was that the pause menu also works in the main menu, when I un-pause it while in the main menu the mouse disappears and the menu becomes unusable.
Hey, thank you! And great point, a good way we can fix that is by not allowing the player to open the menu in the main menu. Sounds obvious, so how do we do that? Well, what I'd do is when we press our pause button, we will get the current level name, and if this is the main menu, then we won't open the pause menu. I'll create the code and send a screenshot here. Hope this helps :) imgur.com/a/ktVouKD
@@SleepyMatt-zzz Hey, that is an "==" node, this is to check if the level name is equal to the string we put in there. So you'll want to name it the exact same way your main menu level is named.
If you got this bug you can pause in the main menu, or what ever just copy all of the stuff with pause from character and delete the stuff in the level you should be able to pause you go to blueprits, open level blueprints, and paste it into that, every kevel which is pausable should have that
I noticed my "Get Player Controller had "Self" & not "0" which caused some issues, swapped it to the right one, problem solved. I'm sure there is a reason why they have 2 different ones accessible.... Well I hope they do.
My game has a problem. I have been trying to fix it. After playing the background music it restarts the level. the music has been converted into a cue and the cue is looped. I don't know what can be causing this.
Amazing tutorials, they truly help a lot. I appreciate you for them. I have a tiny problem though and it is with the quit button visibility. When I click the pause menu, it already starts off with both quit to main menu and desktop buttons visible. It only de-bugs when you click the quit button. Can you help?
The only problem I ran into was that the pause menu also works in the main menu, when I unpause it while in the main menu, the mouse disappears and the menu becomes unusable. Except I WANT to be able to use the pause menu in the main menu as well....how do I make the mouse cursor reappear?
Awesome tutorial. I followed all the steps, yet when I press "start", I have to click and drag to change the direction, I mean the mouse cursor doesn't disappear. Weirdly, when I press pause and resume again, everything works fine and I can just point my mouse cursor to change the direction of my player. Any help guys?
"to fix the camera issue after coming back from the mainmenu, edit the level blueprint from your level so it changes the input mode back to: Game only on event begin play( dont forget the player controller)"
Hello Matt, Nice work ! But i find a little bug. If you go in the Option of Pause Menu and you press "P" or "Esc", the mouse desapear and you can't do anything. And if you press "P" or "Esc" again, another Pause Menu appear in front of the option of the pause menu. Is it possible to block the possibility to press "P" or "Esc" when you are in the option of the pause Menu ?
For all users who have this problem, i find the solution. In the blueprint of the third person character, in the event graph, in Pause / Un-Pause Game, select InputAction Pause Game and disable "Execute when Paused". For me it's working very well !
Great tutorial! One extra tip I'd suggest though is that you don't need to work out the X and Y positions for the buttons for varying sizes to get them in the middle, just change the "Alignment" property underneath the position and size in the details panel to 0.5 on X, that will change the origin point of the button to the middle.
Nice to have this important topic covered so well. You're the best.
Thanks a bunch Steve, that means a lot :)
For ''Load Streaming Level'' bug; Just add a node which is ''Set Game Paused'' before load your stream level and unchecked paused box. Because when the game is paused, sub levels can't load properly.
I love you bro, I've just finished my first demo of my first project and all menues were built based on your series. You're amazing dude!!!!!!
Awesome! I love your tutorials. Had to pause often with this one lol, there was a lot happening most of the time =D Thanks!
lol im glad im not the only one!
Thanks for the update to the tutorial.
This one is epic! and has helped me a lot in my project.
No problem man, happy to hear it! :)
This was really great, thanks for posting it!
If anyone is having problems with the screen locking when coming back from Pause Menu to Game. Use the "Set Ignore Move Input" Node instead of "Set Input Mode Game and UI" Node.
BRO THANK YOU
did not work thoug ):
Stills unblocking the gaming screen... Can someone help me? xD
Thank you!
for the people that it still doesn't work for i guess instead of that you could set it to set input mode ui
Thank you, your tutorials are helping me a great deal! One thing I had to change though: for returning from the Options (settings) menu, I did add the "True" option for the Is Game Paused check. If True, I return to the Pause Menu, otherwise the menu disappears but the game remains paused and I can't do anything.
Nice nice nice. Great video as always.
Dude this is exactly what ive been looking for!
That's great to hear!! :D
Amazing video Matt, thanks for update the tutorial!
Me volví fan de este canal, muchas gracias, me ha servido mucho para el desarrollo de mi juego
老弟,我很少留言。但是你讲的真的是太好了,彷佛是黑暗中的银火虫闪闪发光。爱你!
Hey Matt I have one issue:When I go to the main menu and press escape it pauses the game and when It gets removed I lose my mouse cursor and need to press pause again and press exit to main menu.Can you tell me how I can fix this? I would really appreciate it.
Can you show how this is done with the input action using a PlayStation controller which is usually the options button
Thanks for all your tutorials Matt, they are very helpfull!!!
Thanks a heap. This tutorial helped solve several tiny problems I had using your previous tutorials.
No problem man, that's great to hear :)
This guy is goated bruh.
Thanks for the updated tut Matt!
No problem man, it's a pleasure :)
Thank you so much :D Great video
Thanks for the guide! Only problem I have is when I Pause my game and goto options, the pause menu is still showing.
to fix the camera issue after coming back from the mainmenu, edit the level blueprint from your level so it changes the input mode back to: Game only on event begin play( dont forget the player controller)
iam noob at this program so can u make it easier to understand? step by step? thx
Goat
and thats why they call you the goat
Hi, how to add key "ESC" to open the pause menu and make second push ESC closing menu and back to the game? thx
Great vid, i used this in ue5 5.1 and it works seemlessly
Very cool tutorial, i prefer defining quitting to menu or desktop. I actually tweaked the main menu i made based on yout video where i figured if you dont have an image and place a camera in the main menu level you can build a Live 3D main menu. Took me awhile to mess with but looks really cool and i thought id share the idea. Maybe you could give it a shot. I also used the free industrial props asset pack to add some flare to my Live main menu. Now with some menu sound and maybe some music its really gonna come together.
Thanks man, and yeah it's a great little feature!
Thanks sounds great too, really improves the feel and immersion of a menu. Thanks for sharing it man, that sounds amazing for your game, definitely sounds like it's coming together nicely :)
@@MattAspland np dude happy to share anything i learn around. and yeah its getting there so and so, so far i have many projects split apart with various things ive learnt deployed in them, i am yet to frankenstein monster them all together, knowing ue4 that should be fun XD.
@@Sector333 Haha heaps of fun and even more errors and pain lol. Great that you're learning loads though, lots of smaller projects is the way to do it. All the best man :)
@@MattAspland Hey i have you and a few other youtubers to thank for all my progress, im a visual learner always have been so couldnt do it without u guys there to teach us. RUclips Game dev teaching channels are the backbone of the indie scene. :)
@@Sector333 That's great to hear man, thanks so much again. I love when the community can come together to provide different content and all help out. And I love even more being able to see the results working out like it is for you :)
this is awesome dude thank you really much for the tutorial :)
I noticed a bug if you enter the pause menu and change to the options menu and push p and not back you get stuck with an unremoved widget
Also would it be possible to add a character design section and be able to save this to make it persistent next load
Or what about making some added sections for stored save games to load or delete, or load a last current game
Any plans to further expand?
Did you find a fix for entering the options menu and getting stuck with the unremoved widget?
@@celestialthunder4026 not yet , I haven't had a chance to go through it yet ,just moved and setting up a dell r720 for running a server vm for game dev with unreal so been a bit busy , but as soon as I get everything worked out and get a chance to revisit this setup and debug it I will drop a message , if I remember there is a remove from parent missing or in the wrong place but I can't be certain till I can get back on my laptop to check
@@TheTrifel I managed to find a work around to this issue that works for me. I made it so when you click the pause button again, it removes all the widgets, then made it so it adds my main character widget back on the screen.
disable pause menu in main menu? Everything Worked but the pause menu keeps showing on my Main Menu screen. How to stop It?
شكراا جزيراا علي الشرح الجميل تعلمت منك الكثير thank you sir
I cant seem to fix the issue where when I pause the game and go to my options menu, the pause menu stays visible. I can remove from parent using the back button but this then prevents the pause menu from showing when I press 'back'. The closest I've gotten is by adding a sequence that re-creates the pause menu widget but this also happens when I press back from the pause menu. Can anyone help please?
Great tutorial, thank you!
Is there a way to disable input on the resume/options/quit when pressing on options. As I want it so the options menu pops up just to the left of the resume/options/quit. Then pressing back will re enable input for the resume/options/quit.
thanks, you've really explained it
Thanks for the AWESOME CONTENT
Nice Tutorial, However I have to press the Pause Widget button two times it doesn't work at the first time.
Any Solution?
Excellent bro, too bad RUclips remove dislike count buttom, This are the videos that you can know for sure how good they are, by watching the like count, ty so much!! :)
You here using IsValid to not create multiple widgets. Does it mean we need to make such branches for menu buttons from previous videos?
Ty, I was following the official unreal blog to make a pause menu but this doesn't work if you set it to "Set Input Mode UI only" cause you'd be blocking the input to close the pause menu with the same button.
for some reson I cant seem to gat quti box as a variable could you help me out with this?
Amazing tutorials by the way, thank you so much for teaching us! :)
1 Issue though, When you press Start from the main menu, your mouse control the camera movement fine.
But when from the Pause Menu i hit quit To Main Menu, and then press Start from there, it puts me back into the game, but camera moves by clicking and dragging the mouse instead of just moving it.. Why is that? Thank you again!
It happens to me too. Do you still have the problem?
@@DevMarcell I sadly did not manage to fix that issue.. :/ Not even the second time i used this tutorial.
@@DevMarcell to fix the camera issue after coming back from the mainmenu, edit the level blueprint from your level so it changes the input mode back to: Game only on event begin play( dont forget the player controller)
@@lucusmaximus Thanks man it worked :D
Great tutorial though I had to untick "Execute when paused" because if I pressed "P" again and again then it would just continuously add the paused menu widget and it would resume gameplay on the background.
How did you make a frame at 11:27
When I press ESC to Pause Menu, the game screen doesnt block. I can't move the mouse cursor without the game screen moving...
THANK YOU SO MUCH DUDE
This actually worked!
I know those menu sounds were placeholder but they actually sounded pretty sweet
Thx 4 making this tutorial it helped me a lot. 😃
Love the tutorial. Only problem I have so far is that when I set up the Settings Menu with your "is Valid?" it never gets rid of My Main Menu page so I end up having them both overlap. When I Remove From Parent, it works in destroying the Main Menu page when I switch to my Settings Page, but then I can't get back to Main Menu when I hit back, and then I'm just stuck in Pause hell with nothing no menu on the screen. Wish I knew what I was doing wrong on that, great video tho
on clicked options button --> remove from parent --> ?is valid
@@wesss9353 Thank you man it help me a lot
@@batuhanbulun500 I had the same problem, and that's how I got it to work...
@@batuhanbulun500 I put music on the title screen and it repeated itself, so be careful about that.
Is there a way to make this work for VR games or is a mouse cursor required?
great tutorial. i still have an issue though. when i go back to the main menu from the game and then start the game again, i have to hold down the mouse button to look around. any suggestions?
U sure there's nothing missing? I think it's normally a problem with the "show mouse cursor" node or the "set game ui only" something.. I'm not sure..
add this to the end of "start game" in Main Menu widget BP - i.imgur.com/mqI1Zn2.png
Hey, can you help me? In my menu after resuming the game i cannot move or look, i can only move my mouse, can you help me?
This is so great. I learned a ton. I am having one issue which I am sure is a simple setting. Everything works while testing by hitting the play button in the editor. But when I package it to test, the screen resolution doesn't change. Do I have something set to always be Fullscreen maybe?
When I start the game and then pause, quit to main menu, then click start again I can't use my mouse to look around until I pause the game, unpause and then I can use the mouse. Any fixes?
Error 'Failed to load package '/Game/FirstPerson/Maps/FirstPersonMap''. Exiting.
Any Solution?
i cant find flipflop anywhere on ue 5, what can i do?
Same here, have you find it now ?
Thank You for video. So, can we have free-look camera, when paused? Thanks in advance...
[FIXED]
When I got to main menu it on loads the start of the game instead of the main menu UI.
However I have another issue where when I go back to the main menu from the pause menu, the back button brings me back to the pause menu instead of the main menu.
This does not allow for controller or keyboard navigation during gamepause, right? Pls tell me I missed smt simple. The input event is set to execute when paused.I have been struggling with this pausemenu for a few days now as it's one of the last things I need to do, and I can't seem to reconcile the widget with gamepause and controller/keyboard navigation whatever I try.
Really nice tutorial, thanks! I tried to follow this tutorial creating buttons to change textures, and tried to create the widget only by pressing tab. The problem is when I click on some options from the menu, pressing tab doesn't close the widget unless I click somewhere else in the screen first. Is that a bug on Unreal?
but matt, if i press escape the game will close not like P?
I have an animated widget when I playing the game. but when I press Pause the widget still playing. why?
Great ONE...
You are amazing. Thank you so much.
Thanks a lot man, I really appreciate that! Always happy to help :)
Thanks for this amazing tutorial. I tried this and everything is working well, except the part where I can Press 'P' or ESC to unpause it. It is unpausing the game but not moving the widget from screen.
If youre using input actions from the newer ue5 there is an option to tick in the input action you create called Trigger when Paused
Thanks for the tutorial but seems really buggy. Esc still pauses on the main menu, cursor sometimes remain after unpausing, the options menu overlaps with the pause menu sometimes for some reason and you can unpause while in options but the options menu remains so it's stuck on your screen. Haven't figured out how to fix any of this so far.
So after messing around for a while, I figured out how to solve these. For the pausing on the main menu, I just opened up the main menu level and then on the world settings I set Default Pawn Class to None. For the pause menu overlapping, I had to add Remove from Parent on both outcomes for the Is Valid checks on the Options and Back buttons. For the cursor problem, I had to add Set Input Mode Game Only on the New Game button after it loads in the level with Get Player Controller on the object reference.
EDIT: There was another issue where it unpaused while in the options menu when you hit Esc but the options screen got stuck on screen. I fixed it by creating a boolean called IsOptionsOpen and setting it to true on the pause menu widget when the options button is clicked. Then on the options menu widget, I create a custom event that removes itself from parent and then adds the pause menu back to viewport. Finally on the ThirdPersonCharacter BP when the Pause key is pressed, I add a branch that checks IsOptionsOpen (after pulling it from PauseMenuREF) and if true, will call the custom event (again, pulling OptionsMenuREF from PauseMenuREF and then calling the custom event from that). This will make you go back to the pause screen if you hit Esc. If false, Esc will unpause the game. Hope that made sense lol
@@firstreality3867 It sure sounds right in my head, but I couldn't get it to work.
Did everything to the best of my knowledge but it didn't change anything it seems.
Would love to see your blueprints :)
@@domfiglhuber RUclips won't let me post URLs for some reason so just go to the imgur site and add "/a/2SUJvhC" to the URL for all the screens. It's a little different from how I explained it earlier and I don't know if this is the best way to do this but it works for me. Also I made an enumerator to indicate which menu is currently open so that the right menu closes when you hit Esc or whatever your pause button is.
@@firstreality3867 Thanks so much! Will try implementing it this way and see how it goes.
@@firstreality3867 Yesss I got it working perfectly, thanks to you! I did have to add "create widget [Pause-Menu]" for the Back-Button in the Options menu when Branch-condition "is Game Paused" is true. Without that, it removed the OptionsMenu Widget but the game remained paused.
Hey man, thanks for sharing!
I got pretty much everything up and running, the thing is, I also made the MainMenu but I don’t know how to disable inputs for the PauseMenu when I’m in the MainMenu.
PauseMenu overlaps the MainMenu, am I missing some node somewhere? Thanks again! Your tutorials are dope, best videos for UE4.
I had the same issue and realized that I was creating the main menu widget when clicking on the "Exit To Main Menu" Button.
Make sure that you actually open that level instead of creating that widget and adding to viewport.
Hi! I implemented the pause menu just like you did, but I encountered a little problem: when I press the "return to main menu" button and then quit the game (so I'm back in the editor) I see that my character fell through the map the whole time I was in the main menu (I have to scroll out of the map a bunch of times to see my actual map again)
How do I pause/stop the "current" game when I return to the main menu via pause menu?
I think this has something to do with game modes. I'd bet money that your character was also spawning and falling through your world on your main menu, but you didn't notice it because you would start the game. See if you can set a game mode override in your World Settings for the main menu map that's different to your main game. I had a similar problem with my main menu, which I noticed when I heard the looping footsteps on my character. Your game mode might be spawning your main character and causing the problem.
Is there a way to only allow the pause menu to be opened on certain levels and if so how would I do that, since currently I can open the pause menu on my main level and end up hiding the mouse on the menus and breaking everything
Great Vid, thanks.
When i click my pause button "P" again once its open for somereason it runs the code but doesnt remove it from parent and i dont understand why? any help?
I've noticed when I transition from the game over screen to the main menu, it causes a glitch that turns off recording software, is there a fix for this, my transition is similar to yours
What if we want music to play when the game is paused? or if youre on the main menu?
This was a great tutorial, everything in the tutorial worked out great! The only problem I ran into was that the pause menu also works in the main menu, when I un-pause it while in the main menu the mouse disappears and the menu becomes unusable.
Hey, thank you! And great point, a good way we can fix that is by not allowing the player to open the menu in the main menu. Sounds obvious, so how do we do that? Well, what I'd do is when we press our pause button, we will get the current level name, and if this is the main menu, then we won't open the pause menu. I'll create the code and send a screenshot here. Hope this helps :)
imgur.com/a/ktVouKD
@@MattAspland Thanks for the reply! :D
What is the node between "Get Current Level Name" and "Branch"?
@@SleepyMatt-zzz Hey, that is an "==" node, this is to check if the level name is equal to the string we put in there. So you'll want to name it the exact same way your main menu level is named.
@@MattAspland Sick dude, I applied the fix and now it works flawlessly! Thank you again for responding!
When I'm in main menu and press escape it shows pause menu?
wait, main menu is a different level?
Awesome, autosubscribe.. tks Dude good job
If you got this bug you can pause in the main menu, or what ever just copy all of the stuff with pause from character and delete the stuff in the level you should be able to pause you go to blueprits, open level blueprints, and paste it into that, every kevel which is pausable should have that
Blueprints*
I noticed my "Get Player Controller had "Self" & not "0" which caused some issues, swapped it to the right one, problem solved. I'm sure there is a reason why they have 2 different ones accessible.... Well I hope they do.
Thank you very much.
Please can you tell me how to fix the pause menu showing in the main Menu?
My game has a problem. I have been trying to fix it. After playing the background music it restarts the level. the music has been converted into a cue and the cue is looped. I don't know what can be causing this.
How to do the option button and back button codes in unreal engine 5.3 ???
after clicking the back button, the P key is not working anymore...
Help me , at 11:37 I can't get Quit Box under the Variables..... Can u say how to get it there?
there should be a box to click whem you have it selected in the top right of designer to make it a variable
nice tutorial
The clip is beautiful
thanks
Thanks a tonne mate, happy to help! :)
Amazing tutorials, they truly help a lot. I appreciate you for them. I have a tiny problem though and it is with the quit button visibility. When I click the pause menu, it already starts off with both quit to main menu and desktop buttons visible. It only de-bugs when you click the quit button. Can you help?
Guys for everyone having the mouse cursor problem to solve it you have to check the box in the resume button's Set show mouse cursor.
Thanks for this!
No problem! Happy to help :)
why delete mainmenu BluePrint
The only problem I ran into was that the pause menu also works in the main menu, when I unpause it while in the main menu, the mouse disappears and the menu becomes unusable.
Except I WANT to be able to use the pause menu in the main menu as well....how do I make the mouse cursor reappear?
Thx for the help
Thank you!
Awesome tutorial. I followed all the steps, yet when I press "start", I have to click and drag to change the direction, I mean the mouse cursor doesn't disappear. Weirdly, when I press pause and resume again, everything works fine and I can just point my mouse cursor to change the direction of my player. Any help guys?
"to fix the camera issue after coming back from the mainmenu, edit the level blueprint from your level so it changes the input mode back to: Game only on event begin play( dont forget the player controller)"
amazing tuts
Thanks for this speed
Always a pleasure!
How would one make this work with multiplayer listen server?
The menu pops up on the client but when I close it it says widget was already added to screen
can you do Tutorial for circle bar for health or different things
Hey, I have a video on using custom images for UI progress bars if that helps :)
ruclips.net/video/uTP116pbdAg/видео.html
@@MattAspland oh thanks
@@keremius5201 No problem :)
Hello Matt, Nice work ! But i find a little bug. If you go in the Option of Pause Menu and you press "P" or "Esc", the mouse desapear and you can't do anything. And if you press "P" or "Esc" again, another Pause Menu appear in front of the option of the pause menu. Is it possible to block the possibility to press "P" or "Esc" when you are in the option of the pause Menu ?
For all users who have this problem, i find the solution. In the blueprint of the third person character, in the event graph, in Pause / Un-Pause Game, select InputAction Pause Game and disable "Execute when Paused". For me it's working very well !
@@cerbius31twitch42 That merely blocks the ability to press P or ESC to get back into the game, but at least it removes the bug.
Amazing! 👍
Thank you so much!