As a former React dev (in web UI land), I absolutely love seeing the analogies in Unreal's UMG. Such a fantastic intro to the subject, thanks Adrienne and team!
25:45 Warnings? What warnings "you know what we do with warnings...ignore!" Too funny as basically that is what I do way too often. Fantastic lesson!! These demo's (along with the new UI material lab, which is ridiculously cool) really help get new(and old!) users excited about UMG. Thank you so much for sharing and presenting this, great job to you both!!
Great demo, great reference, great setup. Now there is also the UI labs which are free materials given by Epic. Use it together with this for maximum effect. The 27 people who downvoted this probably have no clue what they are even watching
@Unreal Engine. If you aren't going to be using these systems in a shipped game or if you can separate them out in a custom example like this. Could you PLEASE 🙏🙏🙏 share the source somewhere. So many of these videos are almost incredibly useful, but a few things are just skipped or glossed over which means we can't recreate them. At this point these videos have just been several years of you showing off what you can do and almost making it useful enough that the community could use it too. Almost being the imperative here.
using curve atlas(es?) for animations is really crafty and tying the animations to the materials in this way is brilliant! this was a very useful and informative talk, thanks for posting all of these. Also kudo's to you Adrienne, I didn't expect to giggle while watching this one, and surprise giggles are the best giggles in my book keep up the great work all you Epic folks!
@Unreal Engine. Its a great presentation. Is it possible to create some sort of tutorial series about UI with source codes accessible. Unreal portal has some tutorial videos and they are good, the problem is they are outdated and i dont think we have any series covering widgets and materials, to be honest looks like even on youtube it is more about player class, replication, animations. Very small portion can be found regarding what was covered here.
How did you make the botton itself invisible while keeping it's children visible. Or in other words how did you make so its children can be seen while the original button is not seen?
i've been trying to implement this today as an unreal newcomer and was wondering if i was just stupid or why i couldn't figure this out myself. would love to know if theres an effective workaround
It looks like you have to change your screen size option to desired size in the widget menu. One of those thing that isn’t immediately apparent and not explained.
I would love to watch this and learn. But I cannot understand what he says (I have an accent too, not a big deal) and it is going waaaaay too fast to follow and also read captioning. == useless.