#unreal engine

1 messages · Page 1 of 1 (latest)

solid pine
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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

velvet holly
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Ah. You can make an array of objects on the panel, then simply loop through them and if they equal active, enable, otherwise disable.

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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.

solid pine
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i havent really learned arrays yet do you have a good tutorial?

solid pine
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for this specific thing

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is that for blueprints?

velvet holly
solid pine
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i made the arrays yesterday is this right?

velvet holly
solid pine
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yes i know

velvet holly
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But I’m not sure why you have three.

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What exactly goes into them?

solid pine
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theyre probably wrong because i made on of each arrow and the windowmode thing

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am i suppost the put the arrows into the default value?

velvet holly
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I don’t quite get what you’re saying.

solid pine
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sorry

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im not even really sure what i did

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i think i just duplicated the variables on the side and made it arrays

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how do i make arrays of the options

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just ignore what i had before

solid pine
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am i doing it right now?

velvet holly
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Well, what we want to do is have a method to easily enumerate your options.

solid pine
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how do i do that?

velvet holly
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How are you putting them into your text boxes?

solid pine
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putting what into my text boxes?

velvet holly
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Window/Fullscreen options.

solid pine
velvet holly
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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

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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.

solid pine
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is this for the array or?

velvet holly
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Forget the array for now, this is for your arrows.

solid pine
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alright

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this one?

velvet holly
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Yeah, I believe that should work.

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If something goes wrong, I won’t be able to help you debug too hard until I’m done with my work.

solid pine
solid pine
velvet holly
solid pine
velvet holly
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Stick a new function here. Have both connect to it.

solid pine
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what function?

velvet holly
velvet holly
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Then, get your + and - buttons and stick them in there.

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Make a sequence node and stick it into the function. Then put a branch node on the two sequence outputs.

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For easability, the top branch will affect the + and the bottom will affect -

solid pine
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dosent creating a new function open a different menu

velvet holly
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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 ==

velvet holly
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Trust me on this.

solid pine
velvet holly
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Then send a screenshot.

solid pine
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i mean i dont really know alot about blueprints yet

velvet holly
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No worries.

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Comes with experience.

solid pine
velvet holly
solid pine
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thats a sequence node right=

velvet holly
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Connect it to that.

solid pine
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?*

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yes

velvet holly
solid pine
velvet holly
solid pine
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2 branches?

velvet holly
solid pine
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done

velvet holly
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Now, get your window state.

solid pine
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yes

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this one right?

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or each of the arrows

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?

velvet holly
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Yup. Drag and hit ==

solid pine
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yes

velvet holly
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Then take the one that equals enum.

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Plug the resulting bool into the first.

solid pine
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like drag this one?

velvet holly
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Yeah, you could also use the other one that pops up. Put the red pin to red pin.

solid pine
velvet holly
solid pine
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mhm

velvet holly
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Now get your left arrow object ref.

solid pine
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this isnt the right arrow btw

velvet holly
# solid pine

Yeah. I want you to grab the left arrow now, subzero we need to affect it.

solid pine
velvet holly
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Drag the blue pin to something like set enabled.

solid pine
velvet holly
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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.

solid pine
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this one?

velvet holly
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Once you’re done with that, a test will see that is becomes disabled when 0 and renabkes when not.

velvet holly
solid pine
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wdym first true?

velvet holly
solid pine
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thank you

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done

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what should the target be for the duplicate

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?

velvet holly
velvet holly
solid pine
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windowmode+?

velvet holly
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Yeah.

solid pine
velvet holly
velvet holly
velvet holly
# solid pine

You gotta duplicate the nodes at the top to the bottom.

solid pine
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and delete the windowmode +?

velvet holly
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You gotta repeat what you did to the left button to the right.

solid pine
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like this?

velvet holly
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Check those boxes.

solid pine
velvet holly
solid pine
velvet holly
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Duplicate the yellow and hook it into the green.

solid pine
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ok

velvet holly
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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.

solid pine
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this one?

velvet holly
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Should be get number of entries in TYPEENUM.

velvet holly
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Yup. Green should be windowmode, and orange entrynumber-1.

solid pine
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entrynumber 1?

velvet holly
solid pine
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like one of theese?

velvet holly
# solid pine

Yes. Check the type of your Windowmode to select the correct one.

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I believe your using a Q_WindowEnum, but I’m not sure.

solid pine
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how do i check the type

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like variable type?

velvet holly
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It might also come up when you hover over it.

solid pine
velvet holly
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That’s the type.

solid pine
velvet holly
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Then, you should be done with the arrows.

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Yup.

solid pine
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like this?

velvet holly
velvet holly
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Put a subtract node on the one with the green -1, and remove the connect fr the white x.

solid pine
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like this?

velvet holly
solid pine
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mhm

velvet holly
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Then that should be it.

solid pine
velvet holly
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Delete that connection.

solid pine
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so its only connected to the bottom one

velvet holly
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That’s it.

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Yup.

solid pine
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now what

velvet holly
solid pine
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wdym hookes it up to button events?

velvet holly
solid pine
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whats the red thing

velvet holly
solid pine
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my function cant be at the same place

velvet holly
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Yes it can.

solid pine
velvet holly
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Well yeah. Invoke your function there.

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Unless you renamed it, it’ll be called new function.

solid pine
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yeah

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i have to rename it?

velvet holly
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If you want.

solid pine
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how do i make it so it can be in there?

velvet holly
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Right click and type the function name. It should come up. You can also just drag the white execute pin and type the name.

solid pine
velvet holly
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Do send a screenshot of the entire UE screen.

velvet holly
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Hook it up like I showed previously, and that’s dem bones.

solid pine
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then you cant really read the text its too zoomed out

velvet holly
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Doesn’t matter.

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I just need to look at the shapes.

solid pine
velvet holly
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Delete all of that.

solid pine
velvet holly
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That’s dem bones. Test it out.

solid pine
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i have to already click it for it to work

velvet holly
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???

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Ah, on begin play, invoke the new function.

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That should update the buttons.

solid pine
velvet holly
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Yeah.

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You gotta update it on begin play too.

solid pine
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how do i do that

velvet holly
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I believe it’s begin construct.

velvet holly
solid pine
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event pre conctruct?

velvet holly
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The event.

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Yup.

solid pine
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then what do with it

velvet holly
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Invoke the new function.

solid pine
velvet holly
velvet holly
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Now test it out.

solid pine
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its on the wrong side

velvet holly
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Send a video.

solid pine
velvet holly
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Ah.

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I see.

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Change it to the construct event instead of the preconstruct.

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If you deleted it, simply search for and call it again.

solid pine
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i already have one for applying the settings

velvet holly
solid pine
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it works!!!

velvet holly
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Yup.

velvet holly
solid pine
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what about making the arrows disabled for the resolution option

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and all the other buttons

velvet holly
solid pine
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alright

solid pine
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i really appreciate all the help you've given me you have really done alot

solid pine
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what timezone are you in?

velvet holly
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Central. I’m a bit busy rn with some stuff.

solid pine
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yes of course

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just say when you have the time

velvet holly
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It’s probably going to be tomorrow, I’m going to sleep now.

solid pine
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see ya tomorrow

solid pine
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hey, just say so when you've got time

velvet holly
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Right. What’s the next business.

solid pine
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making the other buttons also be disabled

velvet holly
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Right. How are you selecting which one is active?

solid pine
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wdym

velvet holly
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How are you switching inveteeen menus?

solid pine
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like how i made the options menu pop up when i click options?

velvet holly
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Wait, I thought you wanted the buttons inside the options to be disabled?

solid pine
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yeah

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but im not really sure what you mean

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also im having another issue with the fullscreen

velvet holly
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Ah, do you not have functionality to those top five?

velvet holly
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Ah.

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I know why.

solid pine
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and even tho fullscreen is the selected one it isnt the one being used i have to go in and press apply

velvet holly
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That’s because it’s an editor screen.

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It’ll work properly when you compile and cook your project.

solid pine
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this video is from where i just opened and it says fullscreen but it isnt automatically applied

velvet holly
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Yeah, stand-alone isn’t the cooked version.

velvet holly
solid pine
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how would i do that

velvet holly
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Call your load and apply options when you construct your main menu blueprint.

solid pine
velvet holly
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Oh, I see.

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Just get game user settings and apply game user settings in the construction of your main menu widget.

solid pine
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wb this force reload?

solid pine
velvet holly
solid pine
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this is what my end looks like...

velvet holly
# solid pine

Use a sequence node at the start of your constructor.

solid pine
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i already did for so it would load the function

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for the disabled button

velvet holly
# solid pine

Right. So stick it right after the “new function.”

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No wait.

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You’re in the wrong menu.

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Have this be in your actual main menu.

solid pine
solid pine
velvet holly
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Not what I mean.

velvet holly
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You see how you are still in your options menu?

solid pine
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mhm

velvet holly
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Switch to your main menu and add the load apply game settings there.

solid pine
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so move the already existing one or add one?

velvet holly
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No.

solid pine
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neither?

velvet holly
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I mean open up your main menu menu and add the apply and load functions.

solid pine
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do i add a sequence?

velvet holly
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You can if you want. Don’t have to if it’s only one ending that you have.

solid pine
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this event construct is for the main menu

velvet holly
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Yes.

solid pine
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then what do i do now

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add the apply and load functions

velvet holly
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Yeah. It should be only those two nodes.

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And again, this problem will disappear when you’ve actually cooked your build.

solid pine
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whats the apply node called

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shouldnt i be doing get game user setting--load settings

velvet holly
solid pine
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yeah i have that one

solid pine
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then where do i put it into the event construct

velvet holly
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The end. As I’ve said before quite a few times.

solid pine
velvet holly
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Alright, that should be it.

solid pine
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dosent work

velvet holly
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Hmm, compile it again.

solid pine
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i hit compile a couple of times

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now

velvet holly
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Hmm.

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I’m pretty sure it’s just an issue with UE.

solid pine
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so you think when its cooked it works?

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well then if thats done what about the other buttons now?

velvet holly
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Alright, I’ll describe how to do this with visuals in a bit:

solid pine
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thank you

solid pine
velvet holly
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In a bit, need to get back home.

solid pine
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which is when?

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if its not to personal

velvet holly
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Almost there.

solid pine
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oh you're already on your way?

velvet holly
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Driving.

solid pine
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ahh