If you're here to know my answer from the question in the video, it's easing out :) Make sure to check out this video to learn more about the technical side of widgets in UE4: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NZHWbl8IB1Y.html As well, be sure to go over to Daniel's channel New Frame Plus: ru-vid.com . His videos are amazing and you should definitely give them a go!
Now a UI designer can run her own UI animation in the engine! Thanks a lot, man! We really need more UI material even motion graphic animation tutorials.But I can't find more information about this area, hope to see yours more! Really really thank you a lot!
Specifically the materials part of this tutorial is something everyone making their first UI definitely needs to see because there's so little documentation on the art side of UMG, would be great if there was a followup video going into more detail on making cool dynamic materials for your menus
Happy to see you liked this tutorial! Unfortunately, I no longer make Unreal content. Instead, I now create video essays about game design. If that's also something you're interested in, I hope you'll stick around!
Hey Nitrogen, I got a question. When you're in another blueprint and you want to cast to the user interface, what would you put in the object input node? I'm attempting to grab one of the animations in the interface and have it play on command.
hi, im having problems with the Aspect Ratio and Resolution for my mobile game, i know that i can use Anchors... but my UI has animations, if one of my animation moves from 0, 0 to 1024, 768 down-right corner it will works fine on a device supporting that resolution, but if i try with another device with different resolution the animation ends outscreen.... do you know a way to solve this? thanks.
Excuse me, can material be set on non-animated HUD elements, such as Progress Bars or Text Blocks? Want to try to add an emissive color-shift glowing texture sample, slightly moved by panner, as fill color of progress bars
Thank You for the tutorial , it's pretty cool, but I might missed it , but I think You didn't show how to call this custom event function to play animation in hud. I know how to call hud on viewport with hud content , but when I load this example , its empty and there is no animation whatsoever.
I can't quite understand what you mean by calling a custom event to play animation in HUD. Can you say exactly to which custom event you're referring to?
@@NitrogenDev thank You for caring. In 5:05 You create custom event and hook up nodes , but compiling just first part wouldn't play animation inside the hud. I haven't done this queue part, but still, I assume, and as far as I "understand" blueprints, I have to call out this custom event "Play anim" prior to start animation.
@@JimmeeAnimAll If calling "Play anim" isn't playing an animation, make sure that the event is actually called, that you hooked up the correct animation and that your animation does an easy to spot change, so you can see if it's truly working or not.
@@NitrogenDev "make sure that the event is actually called" that's the thing :) . I kind of didn't know how to do it, but I've found similar example with calling event with [a key pressed Event] hooked in player's blueprint. Thank You anyway for tutorials and reply
Hi there. Ive made a simple animation with my UI, but im stuck with the coding at 5:09. I finished this video, but nothing happens. Do i add "inputs" within the "Custom Event"? My animation doesnt play. (its a simple blinking animation in my Mainmenu),
I am searching for about 4 months ago for ui animation & popup animation and ui materials but there are very small number of tourtal Can you make more? And i missed to say "you are legend"
Cool, I have a very advance question - whats the pipeline process for having talking heads on the UI ? You know, like the ones you see in Anno, Settlers, Commandos - they all had UIs with a 3D character head with dialogue & reaction animations. Commandos 2 had characters that bleed (show injuries). How complex is this sort of thing? (3d modeling excluded).
That is certainly not an easy system to create. The way I would probably do it is using an initial speaker with unique properties that are used to drive the reaction and other properties of the second speaker, which then go back to the first one. For the bleeding characters I would simply store a boolean or integer (depending on how many levels of injuries you want) and switch between 3D models.
I might not be 100% accurate on this one because I don't have my Unreal open up right now, but I believe you can do that by going to the "Window" panel at the top, then search for "timeline" and a new timeline will open, which you can dock to its initial position.
Any one reading this do you know the comments doesn't cost anything so comment why us don't support the development teachers so now just type anything even if it is only❤(sorry for my English)