i'm making a main menu (not finished) but thers a few things i wanna make but dont know how to so im asking if anyone could teach me or have any videos or docs of how to learn it. i wanna learn how to make the arrows disabled when you cant go further and a visual representation of where you currently are in the setting i will show what i have made so far and what it pics of what i want made from other games
#unreal engine
1 messages · Page 1 of 1 (latest)
Ah. You can make an array of objects on the panel, then simply loop through them and if they equal active, enable, otherwise disable.
And for the arrows, if you have an array of options, you can get length-1 and if index >length-1 disable right, else enable, and if index<=0, disable left, else enable.
i havent really learned arrays yet do you have a good tutorial?
Best I’ve got is you drag a node and do make array. https://cplusplus.com/doc/tutorial/arrays/
Those are the arrays.
yes i know
theyre probably wrong because i made on of each arrow and the windowmode thing
am i suppost the put the arrows into the default value?
I don’t quite get what you’re saying.
sorry
im not even really sure what i did
i think i just duplicated the variables on the side and made it arrays
how do i make arrays of the options
just ignore what i had before
Well, what we want to do is have a method to easily enumerate your options.
how do i do that?
How are you putting them into your text boxes?
putting what into my text boxes?
Window/Fullscreen options.
Alright. You should be able to get the whim length of your window enumerator. What we’ll do is as so on your button press:
If Windowmode<=0
Disable left button
Else
Enable left button
If WindowMode>=length-1
Disable RightButton
Else
Enable Right
If you don’t think you’re gonna be adding more options, you can replace the zero with your first enumeration and the length-1 with the last.
is this for the array or?
Forget the array for now, this is for your arrows.
Yeah, I believe that should work.
If something goes wrong, I won’t be able to help you debug too hard until I’m done with my work.
but this is for the text not the buttons
like tommorow?
also this dosent really sound like blueprint
Where is your button event?
what function?
Stick this into the new function.
Create a new function.
Then, get your + and - buttons and stick them in there.
Make a sequence node and stick it into the function. Then put a branch node on the two sequence outputs.
For easability, the top branch will affect the + and the bottom will affect -
dosent creating a new function open a different menu
For your top branch, compare your WindiwState to the first of the window stare enum. Should be able to do that by dragging the window state pin and typing ==
It’s opens up a different tab in your bo, but it’ll contain your bp vars.
Trust me on this.
Follow these to the letter here please.
Then send a screenshot.
i mean i dont really know alot about blueprints yet
thats a sequence node right=
Connect it to that.
Yup.
Then add the two if statements.
2 branches?
Yup. One for each sequence output.
done
Now, get your window state.
Yup. Drag and hit ==
yes
like drag this one?
Yeah, you could also use the other one that pops up. Put the red pin to red pin.
mhm
Now get your left arrow object ref.
Yeah. I want you to grab the left arrow now, subzero we need to affect it.
Drag the blue pin to something like set enabled.
Now stick the top into the first true, duplicate the set is enabled, and stick it into the first false. Make sure to have it enable when it is false.
Once you’re done with that, a test will see that is becomes disabled when 0 and renabkes when not.
Yup.
wdym first true?
Now repeat for the bottom using the right and the last enum.
Your right button.
windowmode+?
Yeah.
Not quite.
You gotta duplicate the nodes at the top to the bottom.
and delete the windowmode +?
No.
You gotta repeat what you did to the left button to the right.
Duplicate the yellow and hook it into the green.
Then change the bottom pin of that comparison statement to enum length-1. You’ll find the enum type by checking the type of the window mode variable.
Should be get number of entries in TYPEENUM.
entrynumber 1?
“Get number of entries” and hook it up to a subtract node.
Yes. Check the type of your Windowmode to select the correct one.
I believe your using a Q_WindowEnum, but I’m not sure.
The type is like a float or a bool. You should be able to do so by clicking the variable and looking in the details panel.
It might also come up when you hover over it.
Not quite.
Put a subtract node on the one with the green -1, and remove the connect fr the white x.
Delete that multiply node.
mhm
Then that should be it.
now what
If you hooked it up to your button events, go and test it out.
wdym hookes it up to button events?
whats the red thing
Your function.
my function cant be at the same place
Yes it can.
Well yeah. Invoke your function there.
Unless you renamed it, it’ll be called new function.
If you want.
how do i make it so it can be in there?
Right click and type the function name. It should come up. You can also just drag the white execute pin and type the name.
Do send a screenshot of the entire UE screen.
then you cant really read the text its too zoomed out
That’s dem bones. Test it out.
i have to already click it for it to work
how do i do that
I believe it’s begin construct.
Should be either peeconstruct or construct.
event pre conctruct?
then what do with it
Invoke the new function.
its on the wrong side
Send a video.
Ah.
I see.
Change it to the construct event instead of the preconstruct.
If you deleted it, simply search for and call it again.
Stick it in at the very end. I’d recommend a sequence node at the beginning of you can’t find the end or it ends in multiple ends.
Yup.
You can also rename the new function to something like update window button displays.
what about making the arrows disabled for the resolution option
and all the other buttons
If we’re gonna do that we will need to make a few changes. There will be four inputs. One for the current index, one for the number of entries, one for the left button, and one for the right.
alright
i really appreciate all the help you've given me you have really done alot
what timezone are you in?
Central. I’m a bit busy rn with some stuff.
It’s probably going to be tomorrow, I’m going to sleep now.
see ya tomorrow
hey, just say so when you've got time
Right. What’s the next business.
making the other buttons also be disabled
Right. How are you selecting which one is active?
wdym
How are you switching inveteeen menus?
Wait, I thought you wanted the buttons inside the options to be disabled?
yeah
but im not really sure what you mean
also im having another issue with the fullscreen
Ah, do you not have functionality to those top five?
How so?
Ah.
I know why.
and even tho fullscreen is the selected one it isnt the one being used i have to go in and press apply
That’s because it’s an editor screen.
It’ll work properly when you compile and cook your project.
this video is from where i just opened and it says fullscreen but it isnt automatically applied
Yeah, stand-alone isn’t the cooked version.
You could force to apply settings when you boot up the main menu widget.
how would i do that
Call your load and apply options when you construct your main menu blueprint.
Oh, I see.
Just get game user settings and apply game user settings in the construction of your main menu widget.
wb this force reload?
like at the very start at the sequence
At the end.
Use a sequence node at the start of your constructor.
Right. So stick it right after the “new function.”
No wait.
You’re in the wrong menu.
Have this be in your actual main menu.
Not what I mean.
mhm
Switch to your main menu and add the load apply game settings there.
so move the already existing one or add one?
No.
neither?
I mean open up your main menu menu and add the apply and load functions.
You can if you want. Don’t have to if it’s only one ending that you have.
this event construct is for the main menu
Yes.
Yeah. It should be only those two nodes.
And again, this problem will disappear when you’ve actually cooked your build.
yeah i have that one
Yes.
Alright, that should be it.
dosent work
Hmm, compile it again.
so you think when its cooked it works?
well then if thats done what about the other buttons now?
It should so.
Alright, I’ll describe how to do this with visuals in a bit:
thank you
you think you'll be able to today?
In a bit, need to get back home.
Almost there.
oh you're already on your way?
Driving.
ahh