Skip to main content

Unreal Engine DevLog #17: Prototype UMG Menu Update 2 [Free Source Code]

The Prototype UMG Menu system is getting another update. Unlike the previous one, this is kind of a minor update focused on patching up some bugs and code optimizations. Keeping with the tradition established by Update 1, screenshots are provided to show the changes made to the code. This should help smooth out the transition to this update. Before we go to the matter at hand, here are the links to the previous posts and the thread in the Unreal Engine forums:

Unreal Engine DevLog #15: Basic Menu Interface using Unreal Motion Graphics

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

And here's a video demonstration of the menu system:

Changes in Update 2:

1) Fixed a bug that disabled removing pause menu through keyboard input.

2) Code and design optimizations for Scrollbar buttons in the video settings.

3) Supported resolutions now taken from the game instance class along with other default settings whenever needed. [Note: Using Rama's Victory plugin, you can get all supported resolutions and store it here if you don't want to use hard-coded default resolutions. I have tested it and it works smoothly]

Below listed are the changes to the different classes in detail:
  • Effects Quality Widget [Similar changes in AA Widget, Shadow Quality Widget, Textures Widget and Screen Resolution Widget]

  • Player Controller

  • In Game Actor

  • Video Options Screen Widget

Alright, so that covers all the changes made in this update. Here's the link to the updated source code in Git Hub:

Popular posts from this blog

Unreal Engine Tutorial: Create Circular Ring Material without Textures

Hi, welcome back for another tutorial. It's been quite a while since I put up a tutorial as I've been busy working on toolkits for the Marketplace. One of my earlier tutorials [link: Unit Selection Decals for RTS Games] had focused on how to create ring materials using textures, as well as using them to display unit selection decals for RTS games. However, a drawback associated with using textures was that it prevented the user from changing the inner & outer radius of the ring. And during prototyping stages of a product, it's far better to implement structures that can be changed easily from within the engine so that you don't have to create a new asset from an external package every time you need to test out a new idea. I've found this approach quite useful while working on my own products. Hence, this tutorial focuses on creating a ring material that can be adjusted both from within the material editor as well as dynamically at runtime.

Alright before we get …

Unreal Engine Diaries #11: Nav Mesh Configuration

[This episode of Unreal Engine Diaries focuses primarily on nav mesh configuration, nav areas & configuration of agent types.

Source: Unreal Engine 4 AI Support Twitch Broadcast with Mieszko:]

1. The Recast NavMesh has a couple of attributes named 'CellSize' & 'CellHeight' under the 'Generation' section in it's details panel. Together they determine the resolution of the nav mesh & lowering these values can create more precise nav meshes. It could be especially useful when there are lot of holes in the nav mesh due to the surface properties of the terrain. However, lowering them also makes the nav mesh calculations more expensive.

2. If runtime nav mesh generation is enabled, it would be best to set the 'Tile Size' attribute of Recast NavMesh to the minimum viable amount.
3. The 'Min Region Area' parameter which can also be found under 'Generation' section of Recast NavMesh can be i…

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 …