Skip to main content

Unreal Engine DevLog #16: Prototype UMG Menu Update 1 [Free Source Code]

About a month back, I released the source code for my prototype UMG menu in GitHub. The menu was basically intended to be a prototype that I could use on all my projects from the get go. So once I got the menu system set up and running, I had not worked on it apart for a couple of minor bug fixes. Since I got some free time this week, I decided to improve the menu system and fix some issues with it that has been bugging for the past few weeks. The idea of this post is to provide some sort of documentation related to the changes that had been included in this first major update for the menu.

For those of you who haven't seen the previous update, here's a video demonstrating the menu system in action:

Over the past few weeks, I've noticed from the unreal engine forum thread that some people have actually started using it in their projects. Assuming that the people who have started using the menu system have already made changes to meet their requirements, I'm documenting the changes made for the 'Update 1' in the form of screenshots wherever the code has been modified or added to.  

First of all, here are the major changes in brief:

1. Added support for manual default visual settings.

2. Fixed a bug with scroll bar not collapsing when interacting with other buttons.

3. Visual settings now shown as literal text instead of numerical values in the default version.

4. Improved the code for maintaining persistent visual settings throughout the active instance of the game.

5. Fixed the disappearing loading screen bug in standalone and packaged versions.

And here's the list of known bugs,limitations and plans to fix them:

1. Widget spacing works properly only for 16:9 resolutions. This will be rectified in future updates to accommodate 16:10 and 4:3 resolutions as well.

2. Default visual settings can only be set manually at the moment as the 'Scalability Auto' function in UE4 doesn't provide any means to retrieve the changed setting. I've been assured by Epic that a feature request has been added for the same.

3. Support for changing Audio and Gameplay settings aren't included out of the box. Will be added in future updates.

4. Soundtrack starts playing before the main menu loads. Will be fixed when audio settings are added.

Below listed are the changes made to different classes in detail. Textual cues are used in screenshots to describe the changes. 
  • Game Instance Blueprint 

  • Main Menu Actor

  • Video Options Screen Widget

  • Shadow Quality Widget [Similar changes in Texture Quality Widget, AA Level Widget and Effects Quality Widget]

Alright, I think that represents all the changes made in this update. Here's the link to the source code in GitHub:

If you have any doubts related to the menu system, feel free to contact me here or in the forums. If you notice any bug apart from the the ones I've specified above, please do let me know as I haven't had much time to test it.

With that we come to the end of this update. Meanwhile feel free to check out my Youtube channel for more of my UE4 experiments.

Popular posts from this blog

Unreal Engine 4 Tutorial: Smooth Zoom using Mouse Wheel for Top Down Template

Well, I had already written a tutorial for implementing Smooth Zoom functionality for Top Down Template. But it was based on keyboard inputs. Since most Top Down PC games use mouse wheel for zoom, I decided to make a tutorial for the same. The core logic here is the same as the one implemented by Ryan Jon for the custom camera in his RTS Community Project. If anyone's interested, they can get the code for the RTS Community Project here:

UE4 RTS Community Project

Anyways, he has replaced the default camera for the characters with a general camera since that's more ideal for developing an RTS game. Since a basic Top Down game with a single playable character does not need a separate custom camera, I decided to implement the same functionality for the default player camera in UE4's Top Down Template. So let's get down to it.

First of all we need to make a custom curve from the content browser. We will be using this curve to define the smooth camera movement while zooming …

Unreal Engine 4 Tutorial #4: Basic HUD Based Command UI for Top Down Turn Based Games

Hi, welcome back for the next tutorial. And in this tutorial, I'll be explaining how to create a basic Command UI for top down turn based games using HUD blueprints. By the time we reach the end of the tutorial, we'll have a Command UI with movement and fire action commands, and a player character that responds to the commands. Here's a screenshot showing the end product: 

Oh, and this tutorial is gonna be quite big, compared to earlier ones. So I advise everyone to go through the screenshots, before reading through. If it's clear, there's no need to read through the whole thing, partly because I've written this with a beginner audience target in mind. Ofcourse, if you have doubts, I hope they will be clarified in the written description. If not, feel free to ask me in the comments.
So let's get started. Again, I'll be starting with the top down template. First of all, we need to create a new HUD blueprint. If you're a beginner, you can find this by f…

Unreal Engine 4 Tutorial #3: Unit Selection Decals for RTS Games

Hi, welcome back for another UE4 Tutorial. This time, I'll be walking you through how to set up unit selection decals for RTS games. So the decals need to be visible, when a particular unit is selected, and set to hidden as soon as the unit is deselected. For this tutorial, I'm gonna start off from the Unreal Top Down Template.

First of all, I'll be changing the default controls a bit. Instead of using left mouse button to move the units, I'll be using right mouse button for character movement. I already have a decal texture, that I created in GIMP. If you don't have one, you could get my decal texture from the link below:
DropBox: Character Selection Decal Texture
So once you have the texture ready, next step is to set up your decal material. For creating a decal material, we need to set the 'Material Domain' in the details panel to 'Deferred Decal'. I'm also setting the blend mode to 'Emissive' in my case. Then we multiply the texture wit…