Hey there, in this video I'm going to show you how to create a settings menu. This is a series where you can learn different menus and apply them to your game.
Hello I think I have solved the problem with the Settings Menu Ghosting / Transparency If you change the settings of the Resolution Box, Texture Box and Shadow box in the Details panel Behaviour visibility from [Not hit -Testable to Hidden] then it should work as expected as all menu buttons Wil be turned off as default.
Correct. I also just found out about that - just I am changing them to 'collapsed' (like in the code) instead of 'hidden'. It probably works both in this case.
First of all, thank you very much for all these tutorials, they are helping a lot. I have a question : I would like to know if it was better to do the whole menus, let's say all the interface things in a single widget asset or not ? It seems you do it like that, but I am not sure. I saw some devs make a new widget for every new "window" of interface. So what is the best in your opinion, and why ? Thank you again !
I think it really depends on what menu you're making. Having everything in one widget is generally going to be more performant, but having different widgets for everything can be more modular. For my hud and "inventory" screen I use one widget blueprint that contains other smaller widgets I have made. That way I don't have to store references to every different widget, just one, and I can retrieve my other widgets from that one.
One thing I noticed on my project, is that when I apply the 2k and 4k resolutions my mouse doesn't register as actually hovering over a button. I have to move my mouse way down or way over in order to click on a setting at this point. Does anyone have any ideas how to solve?
Hello Using Ue5.3 I’m having a problem with the Settings Menu I can see the Shadow menu and the Texture Menu Superimposed as if they are transparent, I have checked the code Looks OK I have the set viability to visible and collapsed where necessary The branch is set as you corrected it at the end of the video I’m at a loss. Hope you can help.
Similar problem here: UE 5.3 (using Ubuntu): When entering the settings menu, all 3 horizontal boxes are visible at the beginning. Once I closed all of them, they appear and disappear just as intended. I could imagine a new preset default value has been introduced in 5.2 or 5.3 but I am still too new so I do not know where to look for those these days. Thank you for the Videos, Lisowi.
For me, the back button is not loading the pause menu and while clicking the settings button on the pause menu, the pause menu remains loaded and visible, can you please help me urgently ???
Thanks for these, they seem to be working so far! Except for part of this one, I can't figure out where I went wrong. From the pause menu, the settings button will only work once. If I close the settings and try to open them again, the button is dead.
Also, I forgot to say: Love these tutorials. They're amazing and I really feel like I've learned a lot from this series so far.
Now I have just finished this 3rd video in the series and still no issues at all. I have liked all of them 🙌🏻.
I'm really glad you enjoyed the series and found it helpful.
Love this you explain it so easily!
Can you show us how to disable/enable raytracing? And show us how to add the keyswitch menu in settings? :) Insane video bro
Hello
I think I have solved the problem with the Settings Menu Ghosting / Transparency
If you change the settings of the Resolution Box, Texture Box and Shadow box
in the Details panel Behaviour visibility from [Not hit -Testable to Hidden] then
it should work as expected as all menu buttons Wil be turned off as default.
Correct. I also just found out about that - just I am changing them to 'collapsed' (like in the code) instead of 'hidden'. It probably works both in this case.
Thank you for helping out here in the comments
Man, when i click one button, texture disappear and shadows dont work, only resolution
First of all, thank you very much for all these tutorials, they are helping a lot.
I have a question : I would like to know if it was better to do the whole menus, let's say all the interface things in a single widget asset or not ? It seems you do it like that, but I am not sure. I saw some devs make a new widget for every new "window" of interface. So what is the best in your opinion, and why ? Thank you again !
I think it really depends on what menu you're making. Having everything in one widget is generally going to be more performant, but having different widgets for everything can be more modular. For my hud and "inventory" screen I use one widget blueprint that contains other smaller widgets I have made. That way I don't have to store references to every different widget, just one, and I can retrieve my other widgets from that one.
One thing I noticed on my project, is that when I apply the 2k and 4k resolutions my mouse doesn't register as actually hovering over a button. I have to move my mouse way down or way over in order to click on a setting at this point. Does anyone have any ideas how to solve?
Oddly enough if I switch to 4k then back to 2k it actually resolves itself. Weird...
WHEN I SEARCH FOR AI_PAUSE IT DOES NOT SHOWING THIS 13:28
Its IA_PAUSE
Hello
Using Ue5.3
I’m having a problem with the Settings Menu
I can see the Shadow menu and the Texture Menu
Superimposed as if they are transparent, I have checked the code
Looks OK I have the set viability to visible and collapsed where necessary
The branch is set as you corrected it at the end of the video
I’m at a loss.
Hope you can help.
Similar problem here: UE 5.3 (using Ubuntu): When entering the settings menu, all 3 horizontal boxes are visible at the beginning. Once I closed all of them, they appear and disappear just as intended. I could imagine a new preset default value has been introduced in 5.2 or 5.3 but I am still too new so I do not know where to look for those these days.
Thank you for the Videos, Lisowi.
@@hardgames4104 Is your issue fixed by now?
@@sonofzues8414 for anyone struggling with this, set the Boxes visibility to be collapsed by default, that fixed it for me
12:17
does this method perform better than using the node get game user setting?
I think it's just quicker, but at the end of the day it's user preference so use whichever you like more.
For me, the back button is not loading the pause menu and while clicking the settings button on the pause menu, the pause menu remains loaded and visible, can you please help me urgently ???
did you solve it by any chance, I am having the exact same issue..
@@sonofzues8414 yes, have you solved it yet ???
Thanks for these, they seem to be working so far! Except for part of this one, I can't figure out where I went wrong. From the pause menu, the settings button will only work once. If I close the settings and try to open them again, the button is dead.
Double check that when the widget is removed, it's the same as others. I think I might have left out something by accident in one of the widgets.
Could you also make a video on how to get an informations panel while you wait in loading screens? i wanna add this to my game
Thank you. All working.
compile project this level not redire thirdperson level help please
Could you give a bit more explanation