CommonUI EP 3: Navigation

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  • Опубликовано: 20 дек 2024

Комментарии • 18

  • @FF-FAN9999
    @FF-FAN9999 2 месяца назад +1

    this video is gold. thank you so much. i was having such a nightmare by not being able to move to the proper widgets when creating sliders

    • @Spacemarine658
      @Spacemarine658  2 месяца назад +1

      @@FF-FAN9999 glad it was helpful

    • @FF-FAN9999
      @FF-FAN9999 2 месяца назад

      @@Spacemarine658 super helpful. Been stressing about this for months

  • @dynamicplayz1897
    @dynamicplayz1897 2 месяца назад +2

    How can I override the arrow keys to be wasd or something else for this keyboard navigation?

  • @albertkam191
    @albertkam191 3 месяца назад +1

    Hello!
    Sorry you might have covered this already and i wasnt able to find it.
    I am currently doing a death screen (widget). On construct I add my Input mapping context for navigation. I only have 2 buttons on that widget: main menu, and restart the level.
    I thought i could simply just get the IA_MyInputAction event in the widget graph and then do my logic that way for selecting buttons (i have some animation on hovered/unhovered playing), however apparently you can't do these input action events from anywhere besides the character/level BP? I also want it to work with gamepad and play those same hovered/unhovered anims on the buttons.
    Am i overcomplicating things here, or how would I go about doing this with enhanced input & common ui? Or if in case you went over something like that already in this series, would you be able to point me to the exact video? Thank you!

    • @Spacemarine658
      @Spacemarine658  3 месяца назад +1

      @@albertkam191 if it's just one menu you could probably just override OnKeyDown or something to that affect otherwise if it's multiple I'd setup commonUI to make it easier on you

    • @Spacemarine658
      @Spacemarine658  3 месяца назад +1

      @@albertkam191 but yeah it's a complicated and complex topic lol

  • @alienrenders
    @alienrenders 15 дней назад

    What does it mean to "GOTO" a widget? How does it determine that a widget is something it would want to stop on? Once it is on a widget, what does it do to that widget to highlight it? Does it set it to hover state? I feel like the underlying basics are missing.

    • @Spacemarine658
      @Spacemarine658  15 дней назад

      @@alienrenders GOTO basically just means focus so if it has a hover state it'll trigger that on focus but GOTO can basically just be said as "focus this" to do this it just goes to that widget and says hey you have focus now

  • @Athurito
    @Athurito 3 месяца назад

    maybe you can help me i have a CUI_MainMenuStack in it a activatableWidgetStack i push CUI_MainMenu and if i start the game i cant get the focus i always need to move my mouse so my gamepad has focus on the buttons but it should work without mouse
    And a other issue is i have a tabView and i wanna set focus on elements inside of the switcher

    • @Spacemarine658
      @Spacemarine658  3 месяца назад

      @@Athurito there's a function you can override I believe called something like get focus widget and you can tell it what you want to focus and then on activation or on construction you can call that function like a pure function and set focus

    • @Athurito
      @Athurito 3 месяца назад

      @@Spacemarine658 yea i tried it but still it wont work till i move my mouse

    • @Spacemarine658
      @Spacemarine658  3 месяца назад

      @@Athurito are you capturing the mouse on game start? And is it happening in pie or in packages too?

    • @Athurito
      @Athurito 3 месяца назад

      @@Spacemarine658 what do you mean with capturing the mouse? you mean INputMode to UI only?
      yea its happening in viewport standalone and package

    • @Spacemarine658
      @Spacemarine658  3 месяца назад

      @@Athurito there's a setting to capture the mouse I forget where I'll find it when I get on next but there's a setting to capture the mouse in the viewport usually that fixes issues like this