Unreal Engine - 3D Menu Tutorial
2020 ж. 8 Жел.
116 402 Рет қаралды
Support the channel through donations. Crypto accepted!
PayPal: paypal.me/reidschannel?locale...
Patreon: / reidschannel
Bitcoin: 1JFwWHr4X6uAeoZadukzqKjzFBj3Qjy7Sk
Ethereum: 0x2B2Bc108F1Cc0fF899959dEF3226637787d8C3dE
Dogecoin: DNQ33YnhpWoTBokBNVkZP5ub8KTLkpyjpv
Join our community discord!
Discord: / discord
You are an absolute gigachad for making this video. I love this effect and your video made it so easy to implement! The way you did this left so much room for adjusting and creativity. Thank you so much, you're a beautiful human, keep on doing you
This is just what I've been looking for! Whatever I want a tutorial for just seems to pop up on this channel! Keep up the good work!
Glad I could help!
@@ReidsChannel Can it be made transparent?
Thank you very much!! You legit make the best tutorials with a high quality standard. Can't wait for more ;p
love your explantion throughout ... you the best
Finally someone did this tutorial. Thank you so much. Was looking for this for so long
Well I did the WHOLE tutorial! And I'm proud!
yay!
Same
thanks for explaining every functions and reason why use certain things man, that helps a lot...
For future viewers: If you rearrange the collision off and collision on nodes to be self off first then new target on second in an effort to make the lines tidier, you will be frustrated at the first use case where both self and the new target are the same value. Its obvious in retrospect, but what you are doing in that special case is turning on collisions for self, then turning off collisions for new target which in this special instance also self. All that to say, order of those collision toggle nodes is important.
This is awesome. TYVM, this is what I needed! I love your tutorials :)
Thank you. It also worked for UE5. THANKS!
i cant be the only one who loves the way he says button
GOAT man. Have an assignment tommorow and never used UE. But now I have a full pro Menu thx!
Great tutorial and great looking main menu!
You made it look so easy! Thanks so much for this video;)
Wow, this is exactly what I've been looking for! Thanks a million for creating this and sharing your knowledge with us! How would we optimise this to work with a game pad? Would be super sweet to find out. Thanks again for an amazing tutorial! Instantly subscribed!
Hey! This is my tutorial request, which I asked for a few weeks ago! Thank you
You're welcome 😊
Dude you make it SO HARD to study for me xd i always want to get your awesome ideas into my game but then i never have time for studying
Thank you Sir, Thank you!!!! Finally found a really good 3D Main Menu Tutorial
You do very cool tutorial man, you got a lot of knowledge
Thanks :)
Very nice, clean work. You also did a great job explaining the process. My question for you: Instead of a rolling camera panning to the next menu, would it be relatively plausible to have a character anim (such as running to another room) if you did this with a 3rd person controller?
This turned-out great man.
Your tutorial helped me a lot! thank you so much!
thanks man :) i am looking for this exact tutorial again thanks
This is the best tutorial i've ever watched
Very nice Tutorial! Thank you very much!
Awesome, thank Reids a very nice Tutorial!
You're most welcome!
Works perfectly in UE5, thanks.
Works great, thanks, I learned some stuffage!
Wow very cool! you can make so much from this tutorial. :)
Thank you very much. It pretty works for me!
This tutorial was great for my Final Major Project last year! Now im hoping to apply a similar camera movement system by pressing different keys while playing to make it work for an in-game Diegetic or Spatial UI interaction system 😂
this is tough, nice work honestly
Wow man! love this thx a lot
If you're having an issue transitioning back to the first menu, in the ACTOR BP_Menu3D (or whatever you called it) at 'Event Begin Play' -> Cast To Menu, make sure it is the PARENT class widget (so Menu3D_Widget) and not the Main Menu Widget that you pan to at the start of game. I didn't catch that at first and it took me forever to figure out why it wouldn't return to the main menu :)
THANK YOU, I was stuck on this for hours and after reading the comments of everyone not having this issues was feeling like a dumb dumb. Thank YOU!
Thanks👍
Bro, if you still remember how you did it, then I ask you how can I create a widget from the child in the parent?
Had to figure out what you are saying for ten minutes or so... Now, my menu works ! haha :) Thanks, great tip, not super obvious though, I mean, for those who watch and try the tutorial for the first-second time it is.
Thank you very much!
You rock!! Thank you.
THANK YOU SO MUCH
super cool tutorial
Thank you!
Amazing tutorial, thank you! Have any ideas on how to get focus (on any button) for controller support?
I feel so guilty after doing Reids tutorials lol .. It shouldn't be this easy for beginners! ^__^
Thank you🎉
Thx man!
Great tutorial! any ideas how to implement the keyboard and controller navigation into this menu system?
Nice video. I know this tutorial is old, but I followed along and replicated it. I am trying to figure out how to instead of "Set View Target with Blend" you can use a Level Sequence to have a directed camera path for the "TransitionTo" function. The problem I have is that I don't know how to store all that individual information on which LevelSequence it should call at "TransitionTo" function For example from Main Menu to Options would be another one that from MainMenu to Credits. One solution I could imagine is using Map-Variables to attach an (Menu Index) Integer to a specific Level Sequence Object Reference, but I didn't test it yet. I would be interested to see on how to do that.
Very Nice!
wow awesome i dont really think i will use it but maybe its cool tho
There are many "how to make a main menu" tutorials around but this one is the first one I came across that advocates for good data organization and explains some things I'm sure are easily forgotten by an expert but a new person is flummoxed by. Such as, why is my camera moving around in the main menu?
Thanks
I just thought of something advanced it would be cool if the menu was interactable, for example if you clicked on the water a ship would pull up, and there would be a man on board saying hello to you, and when you click on the boat he would leave and say have a good day! that's just for example.
Hey there, thanks muchly for this example project for this menu system, I currently am working on a new horror game, and i have used this in the project, Everything works perfect, cept when I hit play Unreal crashes, I am using UE 5 and I guess this is a known bug. Question is: Would you have any suggestions on how I could do a work around? or should i wait for a hotfix from unreal? Thanks for the awesome content :)
very lit
So my next question with this is it possible to have this and also a sequence that is linked into UMG? My idea is to have the main menu like this and also have some sequence animations put in it. On the actual menu, screen let's say the character and some background elements animated and having them change depending on the option you selected?
Great video! I was messing around and tried to learn a bit of UE4. Guys in comment section, any ideas on how would one hide Option/Credits widgets during inactivity? Something with Set Visibility/Add to Viewport? This might be a dumb question. Hah
For anyone who has already loaded in their 3d bp but cant click on it just enable hardware in put in the blueprint of your 3d widget
instead of putting all numbers inside of the color values just put in the Hex linear color and it will be the same thing.
how did you manage to make a 50min tutorial on something so simple is beyond me
can you do a video explaining how to accomplish this same effect without child blueprints and inherited components so that each blueprint can be accessed and communicated with to accomplish such tasks as setting a blueprint hidden in game after clicking on a button ext.
This is like the Sniper Elite V2 Main Menu
This is exactly what i was looking for! Nice tutorial and you make easy to understand
Regarding 1) i would like them to be invisible until i enter the menu so they do not overlap...
king
This is awesome. I do run into a problem when I click Play and goto my game it make me "click for mouse control" basically requires me to hold the mouse button down to rotate and look around.
Please do a tutorial on texturing this scene. I really want to know what technique you used in this scene.
It's just a Marketplace asset. Here is the link: www.unrealengine.com/marketplace/en-US/product/modular-seaside-town. As for how the original creator made the scene, not sure you would have to contact them
verry good
can you explain how to make these widgets invisible to other cameras or only visible to the camera within its blueprint so i doesn't take from the scenery when you can see the other menus from your main
bit of a unrealated question but where did u get those assets are they ripped from dishonored 2?
This is perfect. But quick question, how would you be able to change the font? asking for a friend!
Edit: I figured out how to do it. Downside is that you can only have ont font. To change your font you simply go to your button widget> designer> then change your font under appearance. Hope this helps!
Map looks just like Dishonored 2, had me fooled!
danke
using this as level transition not bad too xd
How do i make my widget pop up after doing this? my main widget dont pop up when i click play and load into another map but when i just go to that map and play that map through the editor it works the widget pops up so how do i add the widget to viewport?
This is what I have been looking for! Thank you very much, I just finished your tutorial and I have my classic themed main menu hahaha, I got 1 problem though, Im using UE5 version, and on the option widget, when I link the on clicked (Back Button) to Transition to Link Menu, it just said error, and in the problem terminal, it said that The Target node must be connected, the other thing is pretty much intact, oppose to the back button, please help, I don't know what to do, thank you very much
so the event dispatcher in Menu3D_Widget. alternatively cant we use a bleprint interface and put the functions for transitions in that?
So if you are using part of your main map for this, when do you switch the Game Mode back to the original one? How do you make this work with two different Game Modes? That part is very confusing...
Hey @Reids Channel . Thanks for the video, it’s been really useful. Everything is working but I'm having issues with the resolution of the text and backgrounds in the menus. Why this that? Also, do you know how to fix it?
Having the same problem. Did you find a fix?
32:10 would it be possible to clone the previous widget and modify that instead of re-creating the whole menu again?
How do I change the font? I know there should be a font family option under appearance. But I don’t see it any idea?
er, I've ran into an issue roughly around the 18:09 mark when you're grabbing the main_menu widget for the widget class in the user interface section. I followed everything you did, and for some reason that I don 't know about, my main_menu widget is not showing as an option for the widget class, help please? feels like I'm banging my head into a wall repeatedly after reviewing your video like 5 times to see if I was wrong and I wasn't Would be greatly appreciated if there was a quick fix or I missed something
Hello Great Tut. My Widget is showing up black in the viewport and in the game play mode. I have no idea what to expect is the issue. could it be in the project settings if I am using RT? I have gone through the "A" transparency on all settings and still cannot find. Any help is much appreicated. thanks< JT
hey...how do I do this.... if I wanted to delete a sqaure object, & when you do it un deletes a new square object. & if I delete the new object the other one undeletes again. the objects are all linked with eachother. can you do a tutorial on that please if that's ok.
Hi! I would like to ask if someone is playing in 21:9 resolution, how can I avoid the problem that his main menu is not cut off on two sides by the camera? So in 21:9 resolution there are black parts on both sides, I guess because the camera is set to 16:9 resolution by default. How can I make the main menu appear in the correct proportion? Thanks in advance!
There is a problem with the widgets in your tutorial. When compiled the widgets give a warning about widgets parent/child relationship not being correct. Have you figured out how to resolve this issue?
How do I add options? Also the options did not work when I pressed back, I just deleted it and changed it to a tutorial area, I still want an options though. (I need a resolution, Lighting quality, And volume.)
Its is not working for me idk is it the buttons or the UI, The camera works that will go for the Start UI but idk whats makeing the Buttons not geting clicked?
the buttons work, but the first transitions when you hit play (in ue) doesn't work and I don't know why at all
Is the place of the menu exist? Because if it exist , is it the 5 lands in italy?
I need some help: I can click on button in PIE but when I package the game for windows I cannot
Can,t do it. Can,t find: CALL TRANSITION TO LINKED MENU. Can anyone help?
In my game there is a game mode issue when i start the main menu the player runs on the background
Really awesome Menu System! Please please show us how to include the use of gamepad along with the mouse in this system. I tried to figure it out but I keep messing up the blueprints. Ended up watching this tutorial a lot of times just to undo my mistakes. Please tell us how...
Or rather, how would you switch focus to the options menu when you're in it and return focus to the main menu when you're back in the main menu? How would you set up the Set Actor Enable Collision for gamepad focus in this situation?
for some reason, all of my buttons except my new game button stopped working all of a sudden (this includes the quit button).
Excellent Tutorial, thank you. I found that the BeginPlay event on the Map Level gave me an "Accessed None" error when reading the Player Controller. I fixed this by inserting a delay and an IsValid on the Player Controller... for anyone else getting this error. I'm not sure why.
Are you running it networked mode or something? Idk why else that would be happening.
@@ReidsChannel Ah yes, my game is multiplayer
@@lorryburger8165 Well on the main menu you wont be connected to a server so u should be testing in offline mode
@@ReidsChannel Noted. I've only been game programming for a month now, so its not full on multiplayer yet! Thank you for your advice :)
I encountered a problem but then again, I'm using UE5 so to be expected. My Widgets are emissive! No idea how to stop that. Any suggestions?
Can you make a tutorial like a big zombie that hit us and we just fly away by his punch?
10H45i cannot "set" the variable button text !! help please even if i checked is variable
I followed the whole video correctly but my options and credits buttons do not worked when clicked, only play and exit work. I have no idea how to fix this :/
when i press play the mouse is still showed on the screen who can i fix that?
is it possible to make the hover color Transparent?
Anyone notices horrible snapping when clicking 'Back' before the animation stops? Seems like I am the only one who noticed this horrible glitch
Thanks! Works great, except for one little bug. The camera always starts facing down and with a seemingly random rotation. It also flickers on the first few frames it seems. after that everything works fine. But if anyone knows why this happens please let me know, Thanks!
I'm having the same issue.