Unreal Engine 5 Tutorial - Widgets Part 5: Controller Support
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- Опубликовано: 2 окт 2024
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what about using common UI? for further controller support in widgets?
I want to know this aswell
Thank you so much! I'd been trying to figure this out for hours before your video dropped!
Would you suggest this over common UI?
5:52 the On Focused event doesn’t show up for me in my widget blueprint, is jt because I’m using a regular button and not a custom button?
Thank you Ryan, appreciate the video.
For Anyone trying to get the gamepad controller to focus on the button in widget (when you first open it), add a 0.2 seconds delay in event construct before setting the set keyboard focus, worked for me, cheers.
I had this problem, but solved it the same way. Now though, I can't activate/press the first button until I've navigated down a button and back up?! The animation stays so I know its not been unfocused, but the blue box around it isn't there? I'm very confused
@@kozselfmusic Two things that might be the culprit, 1. check if you are setting up "Current focused button" in event construct ? 2. Have you set up the function override for "on key down" in your widget ? If answer to both of them is yes, then convert the "Current focused button" to a validated get in "on key down" override function, put up a print string see if it goes through.
I have a problem when following this tutorial: when you boot the level, the first button does not respond to the controller command. For example: my first button is "New Game", so the expected user experience is that you immediately press the gamepad button A to trigger it. However, that does not work.
I first have to move at least by one button and then it will work. In your example: to make "Play Game" work, I need to move to "Load Game" first and then go back to "Play Game", then pressing the button with the pad works. Are you encountering the same issue?
Hi, I'm having the same problem. But i also have some widgets to which I added only one button and i doesn't let me activate the associated interaction
@@FabioRaffaeleDeSantis same! The way I solved it for the "one button widget" is that I created an "on key up" function override which basically triggers that button whatever button of the controller I press. It's a hacky way, but at least it works for that specific use case
bit strange you are using a Fortnight thumbnail when fortnight them self don't using any logic you have showed off. they used the Common UI plugin & its common UI widgets
Nice video!
good luck trying to gamepad press the button that the mouse is hovered though. bad implementation
Can you do one about game pad for common UI as well?
can you make multiplayer lobby?