Create Custom Buttons Inside Widget - Fortnite Creative 2.0

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  • Опубликовано: 17 сен 2024

Комментарии • 65

  • @thepeacefulghost
    @thepeacefulghost 7 месяцев назад +1

    THANK YOU SO MUCH. Oh my god the hours on end I had searched on how to do this!

  • @ahavaoffical
    @ahavaoffical 7 месяцев назад +1

    Thank you kind sir

  • @muhammadsuhail02
    @muhammadsuhail02 7 месяцев назад

    This is an amazing tutorial...

  • @chinonoob3219
    @chinonoob3219 7 месяцев назад

    Wow great video, new sub

  • @ORCL_Gaming
    @ORCL_Gaming 10 дней назад

    how would i make one of the buttons disable afteer its pressed

    • @AsicsoN
      @AsicsoN  10 дней назад

      @@ORCL_Gaming There is now internal Clicked event which you can use to internally disable or enable anything.
      More you can find in my video about new UI features.

  • @AsicsoN
    @AsicsoN  4 месяца назад

    Our Discord Community link - discord.gg/gmcaQMMPem

  • @GettysFN
    @GettysFN 5 месяцев назад +2

    i'm guessing if I don't want the ui to auto close I need to do this stuff in verse

    • @AsicsoN
      @AsicsoN  5 месяцев назад

      I don't think in verse we have yet option for custom button, but it was a while last time I checked.

  • @alessiosantoro7844
    @alessiosantoro7844 Месяц назад

    Is there a way to get around the 6 button limit?

    • @AsicsoN
      @AsicsoN  Месяц назад

      @@alessiosantoro7844 Not yet if you want to send events from the UI.

  • @kikozl2718
    @kikozl2718 5 месяцев назад +2

    Is there any way to create more than 5 buttons using normal hud instead of verse?

    • @AsicsoN
      @AsicsoN  5 месяцев назад

      Currently limit is 6 buttons. If you really need more then only verse can help right now.

  • @LoganPinney
    @LoganPinney 7 месяцев назад

    Fantastic! Much needed!!
    Coming from Ue4/5 - do you know how to bind tracker data to custom UI? Im struging without the graph😅

    • @AsicsoN
      @AsicsoN  7 месяцев назад +1

      Yes I miss graph as well. Doing verse UI feels like back to times when each studio had to develop own game engine to develop games lol.
      I don't think there is an option to bind tracker directly to widget, but you can do it through verse.
      You can get tracker info and pass it through verse. For example set hud_message_device Message and in widget bind to grab that.
      But if you will use verse then I think you can track stuff better in verse instead tracker device.

    • @LoganPinney
      @LoganPinney 7 месяцев назад

      @AsicsoN thanks so much for the reply! I greatly appreciate you echoing my thoughts as at least I know I'm not alone in this! I will try out tracking via verse UI. Cheers!

    • @AsicsoN
      @AsicsoN  7 месяцев назад

      @@LoganPinney Jerome created nice video how to send text into widget blueprint.ruclips.net/video/VZ4lz0jN0kI/видео.htmlsi=0En2leg3LamcsSUl
      I would say it's foundation for everything else related to sending message from verse to widget.
      For example you can grab timer device and through verse send that clock to UI.
      I think tracker is good if not using verse. But if you will you can do much more without it and again pass that data to widget

  • @V1Oblivion.
    @V1Oblivion. 2 месяца назад

    Is it possible to open the hud like with a key? Like with F

    • @AsicsoN
      @AsicsoN  2 месяца назад

      @@V1Oblivion. Input Trigger (I believe it called like that) device can help with that. You can't set your own keys but only select from the list of provided.

    • @V1Oblivion.
      @V1Oblivion. 2 месяца назад

      @@AsicsoN okay, thank you! And it’s like a device in game where I maybe can do this? Cause like in the prop hunt maps you have a sound list when you press F yk? I’ve searched for a solution for so long

    • @AsicsoN
      @AsicsoN  2 месяца назад

      @@V1Oblivion. You can select from the list of actions. For example enable harvesting tool which is our pickaxe and works with F key. So if you don't need pickaxe you can use this for your needs. Input trigger device will overwrite any default input.
      I believe you could even have multiple of them and enable/disable when needed. But I have tried it.

    • @V1Oblivion.
      @V1Oblivion. 2 месяца назад

      @@AsicsoN thank you so much man!!!

  • @HasimFN
    @HasimFN 29 дней назад

    Great video but the music is distracting and makes it hard to understand

    • @AsicsoN
      @AsicsoN  29 дней назад +1

      Thanks and yes it happens only in old videos. Now I don't use background music.
      If you have any questions feel free to join our discord.

  • @meow_makes_stuff
    @meow_makes_stuff 18 дней назад

    Any chance you could release this video with out the music?

    • @AsicsoN
      @AsicsoN  18 дней назад

      @@meow_makes_stuff I will check what I can do.

    • @meow_makes_stuff
      @meow_makes_stuff 15 дней назад

      @@AsicsoNThank you for making such useful videos

    • @AsicsoN
      @AsicsoN  15 дней назад

      Sorry I don't have original video anymore because I got new PC...

  • @folgorem
    @folgorem 3 месяца назад +4

    I'm really struggling to concentrate with that unnecessary music

  • @JK4.
    @JK4. 6 месяцев назад +1

    Hi I purchased the texture pack but can’t seem to import into UEFN???

    • @AsicsoN
      @AsicsoN  6 месяцев назад

      You need to install Unreal Engine 5.3 and then use it always as a bridge to send Unreal Marketplace assets to UEFN. Right now there is no way to import any marketplace assets directly into UEFN.
      So import into UE5 and then migrate directly into your UEFN project.

    • @AsicsoN
      @AsicsoN  6 месяцев назад

      dev.epicgames.com/documentation/en-us/uefn/migrating-assets-from-ue-to-unreal-editor-for-fortnite

    • @JK4.
      @JK4. 6 месяцев назад

      @@AsicsoNthank you man this saved me

  • @tyla1196
    @tyla1196 15 дней назад

    How do i fix "The setter name SetCreativeModalDialogViewmodel already exists and could not be auto generated?"

    • @AsicsoN
      @AsicsoN  15 дней назад +1

      @@tyla1196 This error randomly appears time to time.
      What helped me is to restart UEFN and if that not then create new widget blueprint and copy paste all stuff from old widget into new. You can select whole hierarchy and copy paste.

    • @tyla1196
      @tyla1196 15 дней назад

      @@AsicsoN Awesome! This worked, do you think it might have something to do with duplicating the UI asset?

    • @AsicsoN
      @AsicsoN  15 дней назад

      @@tyla1196 Not sure. For me appearing randomly even when I had just one widget.

    • @tyla1196
      @tyla1196 10 дней назад

      @@AsicsoN I have a Verse question, or at least assume this is Verse related:
      How would I display the player's name & their (x) value {linked to gold} to be on screen displaying {playername}: x value of gold rather then just showing the gold overlay?
      I am making a zombie map and would like all player to be able to see the other gold via the method explained above..
      Any help would be awesome, Thanks in advance!

    • @AsicsoN
      @AsicsoN  10 дней назад

      @@tyla1196 For UI or billboard need to have this line:
      AgentNameToUI(AgentName : agent):message = "Owner: {AgentName}"
      So instead string or value you can use agent.
      And then in code use message and that line.

  • @korcof
    @korcof 11 дней назад

    UI font too small~

  • @Bubblebunz
    @Bubblebunz 7 месяцев назад

    My details panels are missing all of the seettings you are using in UEFN ...

    • @AsicsoN
      @AsicsoN  7 месяцев назад

      Make sure you have selected right element inside widget hierarchy on the left panel. If that isn't a case I would recommend post your screenshot with issue on Discord I shared link with you in another comment and I'm sure if not me then someone will answer as community very active.

    • @Bubblebunz
      @Bubblebunz 7 месяцев назад

      ​@@AsicsoN THANK YOU FOR REPLYING!!! I feel like i am tlking to a celebrity! I really appreciate you! I figured it out! I didnt follow your steps closely and right click the parameter and convert to parameter to convert it to a param! And the Texture Node I didnt convert it to a parameter thats why it didtnt show up in the material instance! I didnt conver to parameter in the Material! :):):):) THANK YOU SO MUCH

  • @RedaReda-dq5fg
    @RedaReda-dq5fg 5 месяцев назад +2

    remove the music next time or turn it down holy shit

  • @Bubblebunz
    @Bubblebunz 7 месяцев назад

    Hello , My material Instance does not have GLOBAL settings, and the material settings above the general settings that are within your materials and instances my settings are not there!? Why is that?

    • @AsicsoN
      @AsicsoN  7 месяцев назад

      Firstly make sure that you have main material inside parameter Parent in General category. Because material instance only exposes parameters of the parent material. If that input is empty you can just choose your material to input. To make sure your material instance will have proper parent you just need RMB on the main material and choose Create Material Instance. That way it will take that original as parent automatically.
      Secondly, as I mentioned, material instance just exposes parameters we create inside main material. So maybe you haven't created parameters, but instead just constant. Constant means you can't change outside material editor.
      To create parameter you can RMB click in the node and choose Convert to Parameter. It should ask for name which will be shown later inside material instance.
      If you maybe in Warforge Discord ping me there and I can show with screenshots and if you not here is a link discord.gg/X8VDXBse , with images easier to explain.
      Soon I will start releasing series of videos about material, so I hope that will be helpful.

    • @Bubblebunz
      @Bubblebunz 7 месяцев назад +1

      ​ @AsicsoN THANK YOU FOR REPLYING!!! I feel like i am tlking to a celebrity! I really appreciate you! I figured it out! I didnt follow your steps closely and right click the parameter and convert to parameter to convert it to a param! And the Texture Node I didnt convert it to a parameter thats why it didtnt show up in the material instance! I didnt conver to parameter in the Material! :):):):) THANK YOU SO MUCH@@AsicsoN

    • @AsicsoN
      @AsicsoN  7 месяцев назад

      @@Bubblebunz Glad you figured this out! And I'm not doing this to be celebrity but to help you guys 😁

  • @thebrothersgrimmproductions
    @thebrothersgrimmproductions 6 месяцев назад

    Awesome information. But how to bind the buttons to do something :(? Got me stumpped..

    • @AsicsoN
      @AsicsoN  6 месяцев назад +1

      So at 15:27 I show how to do binding inside widget, without which it won't generate any event outside widget. In the binding we can do up to 6 buttons.
      Without using verse you can listen to widget click event from another device, or do it inside verse too. Inside another device you can scroll down to until functions, same as I connected trigger device with popup dialog device, and add popup dialog device to your function and selected on which button press to trigger device.

    • @thebrothersgrimmproductions
      @thebrothersgrimmproductions 6 месяцев назад

      Yes it all clicked thank you :) Very kool indeed. If only we could pull a list of all trackers/quests and present on the hud as easily. Keep these lessons coming dude. Really good, solid UEFN knowledge your dishing out here.@@AsicsoN

    • @AsicsoN
      @AsicsoN  6 месяцев назад +1

      @@thebrothersgrimmproductions Thanks! With some hacks and verse it can be done. With verse we can read tracker and then pass it numbers into our hud. Hacks would be to make more than 5 dynamic changes

    • @thebrothersgrimmproductions
      @thebrothersgrimmproductions 6 месяцев назад +1

      That would be great to see that in action. Currently only 3 at a time on HUD, but in a widget, we could list many in rows and on a page. Ive worked some of it out, but how to call the tracker and then populate a HUD has got me stumped :(
      I have implemented a couple of your lessons in our map now and working great by design.
      @@AsicsoN

    • @AsicsoN
      @AsicsoN  6 месяцев назад +1

      @@thebrothersgrimmproductions Yes could be a tutorial. Need to add to the list 😁

  • @AmericanEagle462
    @AmericanEagle462 5 месяцев назад

    How do I import the things I make in creative 2.0 to creative 1.0

    • @AsicsoN
      @AsicsoN  5 месяцев назад

      I don't think "importing" is possible. You can have live edit and runn session from the UEFN editor and have most of the stuff from UEFN will be editable in creative 1.0. But for example widget blueprint won't be editable and some other stuff.

    • @AmericanEagle462
      @AmericanEagle462 5 месяцев назад

      Now I’m confused what if I want to make a button how would I put it into the game? For people to play

    • @AsicsoN
      @AsicsoN  5 месяцев назад

      @@AmericanEagle462 If you will use UEFN you can do all in it and publish game.

  • @walcq7585
    @walcq7585 7 месяцев назад

    Can you pls link the texturepack you used? :)

    • @AsicsoN
      @AsicsoN  7 месяцев назад

      Here you go www.unrealengine.com/marketplace/en-US/item/ae739d8f59d3479ea5199e4965d508fe
      You can find more good ones if you just search for UI or HUD

    • @walcq7585
      @walcq7585 7 месяцев назад

      thanks@@AsicsoN