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Set Up HUD & UI Widget - Unreal Engine 5 Tutorial [UE5]
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- Опубликовано: 2 авг 2024
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How to create a HUD class that adds an UI to the player screen / viewport.
Furthermore, I show how to access and update the UI from the character blueprint.
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00:00 Intro
00:09 Add UI To Player Screen
02:19 Update Values In HUD
04:32 Result & Outro
#ue5 #unrealengine #NiceShadow
I'm new to Unreal Engine but with what you just show me I do get an understanding on how this can be used throughout the whole HUD, I've struggled finding best practices for these types of scenarios and other content creators tend to place these game updates on some random actors which didn't make sense for me. Thanks for the tutorial and keep em coming!
I have recently encountered some of your videos when searching for various Unreal topics and let me thank you for nearly perfect tutorials, clear instructions, straight to the point, no 20 min of unrelated talking. Thanks!
Thank you for doing in 2 minutes what all of Unreal's official documentation don't do at all. Took you 2 minutes to explain how to make a widget and get it on screen, thank you for that.
You're a life saver! All of the other tutorials weren't clear!
What a phenomenally straightforward and efficient tutorial. Thanks!
Agreed!
Great, quick tutorial. keep it up!
Amazing tutorial 👏 it all makes sense now
Perfect! Thank you!
Cheers, good tutorial
Great Video!!
Everything is explained well, and it is easy to follow along.
However, I have run into a problem with the text block.
Instead of changing the Text from the initial text to the changed text, both texts get overlayed over each other. Is there a setting I missed? Hope you can help.
Thank You!
World Settings, thank you 😀
Really cool! Is this also an option If I like to have it move slightly when the player rotates or moves the camera (like a small delay of the hud elements so they are not tha static?)
There is no built in option for that. So you would need to do the calculation yourself and update the widget translation on event tick. But how exaxtly you calculate something like this I don't know and I'd need to play around with it.
I like how you made the textBlock into a variable instead of binding. Question though? When I do use binding on text block, does that operate somewhat like a tick? If so, I think Your way of calling a variable change from an event is more efficient
Thanks, yes I think so. If you place a print string in such a binding function it prints every tick. So if it's only reading a variable it should still be very performance cheap but I wouldn't cast to any other blueprint in there. So using an event to change it only when it's needed is more efficient in any way and I'd recommend using that
@@NiceShadow Awesome, thank you, and thank you for all the great content
i dont know why, i have to look many tutorials, and there is always somethin different, but this one worked out pretty easy. Now add damage and Mechanics, ouch
What would use instead of get plyr controller if it’s a npc ?
Hi, this Tutorial is amazing! But now i have the Problem that i also have it in the Main Menu, what to do?
thanks, the main menu should be another map and you can select a different hud class there that you create for the main menu
Okay but, how do get it to revert back when its not being called?
How do I hide the widget on a main menu?
It doesn't show up on my screen for some reason I've looked at all the tuts I'm using a progress bar for it and it don't show up. Any fixes?
Nvm I re watched the vid it was bc my world settings had to not work I CANT THANK YOU ENOUGH SIR I HAVE BEEN STUCK ON THIS FOR DAYS
Thank you so much for this Tutorial
uyi
Um I cannot connect cast To "name here" to the uiref
? I don't know what i did wrong.
Probably you are not casting to the right class. Maybe you cast to Hud and not NewHud or the hud that you created before. So make sure you cast to exactly the hud class that you've created
Under Game Mode/Selected Gamemode, all the menus are greyed out for me :(
Then you need to create a new game mode first and select it there
Is it necessary to move the mouse so frantically around the screen? Nauseated.
If you get nausea by that I'm wondering what would happen if you wear VR Glasses xD
But thank you for letting me know, I try to reduce it in the future :)
@@NiceShadow I guess it will amuse you. I am 49.
hes like barely moving it brah. how much dpi u use?
Why the HUD is usefull? We can just creat widgets and get them from the actor, so... I do not understand why to add this sencond layer "HUD" when you can just create widgets without a hud and update them also without a hud, then why create a HUD?❓❓❓
I suspect it comes down to decoupling to reduce dependencies. The HUD really shouldn’t know about the individual pawns at all, and should only communicate to the player controller itself by proxy through this HUD layer of abstraction. Likewise, the player’s pawn and its related components should have no idea the hud even exists. This is so that a UI can be tested in isolation without the need for a player pawn to exist. You’re right that in smaller projects this isn’t an issue and your third (or first) person character pawn and absolutely interact with the HUD, but on teams of people or on larger projects it is not ideal. Hope that helps!
I have been interrupted
sda
what a clickbait picture..
The title is not indicating how to display a text on a simple mesh and make a nice shot from it. It does not contain red arrows or circles or other elements that are usually used for clickbait. And it's a short video, what do expect haha...
Of course it should attract peoples attention but in a way that is fine :)