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Understanding List View - Unreal Engine 5 Beginner tutorial 

LeafBranchGames
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This beginner tutorial we will be taking a closer look at how list view work to get a better understanding in Unreal engine 5.
UE5 User Interface playlist: • User interface UE5
UE5 beginner tutorials: • UE5 Beginner Tutorials...
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16 сен 2024

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Комментарии : 153   
@sascha1461
@sascha1461 Год назад
I didnt expect this to require like 4 different files. But it actually makes kinda sense, but I would've never figured this out on my own so thank you a lot!
@LeafBranchGames
@LeafBranchGames Год назад
Glad to hear it was of help. :)
@quackcharge
@quackcharge Год назад
lol yeah I was banging my head against this for 15-20 minutes and was like come on no way it's so complicated, I'll figure this out myself - NOPE no way lol. thanks for the great tut!
@N090UGY
@N090UGY 10 месяцев назад
Ive come back to this three times to remind myself how to do this. Well done!
@LeafBranchGames
@LeafBranchGames 10 месяцев назад
I am glad to hear that it works as a useful reference for reminders. :)
@VinoVenitas
@VinoVenitas 9 месяцев назад
Took me a second to figure out how to use this in combination with my datatable, but once I did, it was really helpful. So thank you for this.
@LeafBranchGames
@LeafBranchGames 9 месяцев назад
Glad to hear you found it useful!
@gribobus
@gribobus 4 месяца назад
5:00 If you don't have your view list in the variables you need to check the "Is variable" box in the designer view
@BabyCow_Pasturized
@BabyCow_Pasturized 4 месяца назад
You the best! For those that ran into the same thing; "is Variable" is at the top of the details panel to the right of the name of your list (listview_48 for example)
@ChrisCDXX
@ChrisCDXX 11 месяцев назад
Dang, I had no idea it was so com plicated. You did a great Job of explaining and breaking down. Thank you!
@LeafBranchGames
@LeafBranchGames 11 месяцев назад
Thank you, appreciate that. :)
@acornjr319
@acornjr319 Год назад
Wow this is really cool I have used it to create a list of button that is used to teleport to different places in my scene (in VR). the ability to send the transform to the button makes it really easy to implement the teleporting functionality. Great Video!!
@LeafBranchGames
@LeafBranchGames Год назад
Thank you! Glad to hear it is proving useful to your project!
@dhgouveia
@dhgouveia Год назад
Great video this was incredible useful for me! i was stuck since i didnt have a clue how to make my widget be a Entry, now i was able to finally populate my own ListView thanks!
@LeafBranchGames
@LeafBranchGames Год назад
Cool stuff! My pleasure. :)
@wink3319
@wink3319 Год назад
Wow! This was very helpful and very clearly explained. Thank you very much! For me, a critical information was to use implement the interface "UserObjectListEntry" to the widget that should be used in the list. See: 03:14.
@LeafBranchGames
@LeafBranchGames Год назад
Glad to hear it, thank you. :)
@AIGameMonster
@AIGameMonster 6 месяцев назад
This is a great video! I'm learning the usage of List View.
@LeafBranchGames
@LeafBranchGames 6 месяцев назад
Thank you! Glad to hear it. :)
@Deewens
@Deewens 10 месяцев назад
Thanks! The Unreal Engine documentation for this feature is non-existent, and I did not had the time to find myself how to work with List View!
@LeafBranchGames
@LeafBranchGames 10 месяцев назад
You are very welcome!
@DailyPaily
@DailyPaily Год назад
Ok, i do it, the feeling its very complex for just a list....come on epic.
@LeafBranchGames
@LeafBranchGames Год назад
I agree it might feel like it is a bit convoluted and complex for a list. There is some reason for that however because it allows the list to dynamically load in and out of memory as needed. :)
@giampaolomannucci8281
@giampaolomannucci8281 Год назад
it's stupid complex, seriously, what happened to the usual array of data, and create a list item every n in a for loop
@LeafBranchGames
@LeafBranchGames Год назад
@@giampaolomannucci8281 You can still do that of course.
@John-cz7fo
@John-cz7fo Год назад
It's just a dynamic list. . . It's not that complicated. . .
@dracofells5390
@dracofells5390 Год назад
​@@giampaolomannucci8281this is for scalability, it helps easily load this info when you have a full game with hundreds or thousands of assets. Saving memory and performance
@acesavaid
@acesavaid 6 месяцев назад
This was so helpful! Thank you so much for making this!
@LeafBranchGames
@LeafBranchGames 6 месяцев назад
Glad to hear it was helpful. :)
@dmytrogladkyi
@dmytrogladkyi 8 месяцев назад
Thank you! Really great and straightforward tutorial
@LeafBranchGames
@LeafBranchGames 8 месяцев назад
Glad to hear it!
@michaelgreibich2078
@michaelgreibich2078 Год назад
I just want to say I am grateful for that tutorial, at the same time I am filled with a seething hatred that THIS is the amount of work required to make a god damn list
@LeafBranchGames
@LeafBranchGames Год назад
Glad to hear you like it. Just a normal list is much easier than this. This should mainly be used for really large lists.
@michaelgreibich2078
@michaelgreibich2078 Год назад
@@LeafBranchGames I started playing around with unreal a week ago and thought, making a working inventory seems like an achievable goal. Then I saw the tile option and then I found this video and thought ok, I'll try to get lists working. Now I'm stuck not being able to get the inventory array into the MainUI Widget because for some reason getting a variable from one blueprint to another with 'cast to' doesn't work without reference object (?) and I'm just...ugh, this isnt fun
@LeafBranchGames
@LeafBranchGames Год назад
@@michaelgreibich2078 A cast to is essentially just a check. You are checking if object X is of type Y. So, if the check succeeds, you can access methods and variables that exist on type Y. With that said, you should avoid casting as much as you can. You should use it deliberately under certain circumstances but most of the time people use them in costly or improper ways. My beginner tutorial for blueprint communication might be useful to you, also part 2 is useful: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gXtZ-hmN8Js.html
@michaelgreibich2078
@michaelgreibich2078 Год назад
Thanks for the help by the way. I managed to figure out that my mistake was pretty stupid and got over it, I have a new problem however. I got your example to work without problems, then I made a new project where I tried to do the same but instead of event construct I used a custom event to get an array from thirdperson to the MainUI, where I put it into a for each loop, to execute construct+init+AddItem with each array entry. Every time AddItem or any other function involving ListView is executed I get 'Blueprint Runtime Error: "Accessed None trying to read property ListView_0"'. I don't get why. I compared both projects and I can't figure out why one is working and the other isn't. The listview settings seem identical
@LeafBranchGames
@LeafBranchGames Год назад
@@michaelgreibich2078 An accessed none is a null reference issue. I explain the error here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9PsoeBM82mk.html I would suggest debugging to see when and where this happens.
@Daniel-rm6hj
@Daniel-rm6hj 3 месяца назад
Very well done video, thanks!
@LeafBranchGames
@LeafBranchGames 3 месяца назад
Thank you. :)
@learningdev1315
@learningdev1315 Год назад
If only this existed a week ago! :)
@LeafBranchGames
@LeafBranchGames Год назад
Better late than never. :)
@unrealdevop
@unrealdevop 8 месяцев назад
I find that so odd that it only accepts an Object reference but honestly I'm not sure how else they could have done that.
@MsSirrus
@MsSirrus Год назад
Hi ! Thanks you! Can you please also show us on how we can select multiple item trough a check box ?
@LeafBranchGames
@LeafBranchGames Год назад
I will add it to my todo list. :)
@MsSirrus
@MsSirrus Год назад
Thanks and please also a Search box. I cannot figure out how to filter by name or reference with 5000 items.
@THExRISER
@THExRISER 5 месяцев назад
Thank you!
@LeafBranchGames
@LeafBranchGames 5 месяцев назад
You are very welcome.
@psalmy26
@psalmy26 4 месяца назад
If you're using the view model plug in, just pass a view model as the object containing data.
@spencerkurtz3
@spencerkurtz3 Год назад
Can you make a video showing how you would set up selecting a country/region from a list and applying it? Bonus if you show how to make it where you can only update it once every 7 days! Thx!
@LeafBranchGames
@LeafBranchGames Год назад
Sure, I can add it to my to do list.
@blackdevilcreations
@blackdevilcreations Год назад
Very nice Tutorial, well explained.. Only problem i got .. Is more a development thing..: pls stop using canvas Panels as basement for the UI.. If you can replace it with any other container, box or grid.. Use those.. Canvas Panels (also stated by Epic Games) to have a good performance impact and should be avoided wherever it is possible... It's like Cancer how this bad usage of CanvasPanels is spreading across the Tutorials!
@LeafBranchGames
@LeafBranchGames Год назад
Welcome to the channel! I am going to assume you are new to the channel since you make such unwarranted critique. This, because in this tutorial as well as most of my others, there is only ever one canvas panel, the one for the main widget. This for the reason you mention which I also inform about in many of my videos.
@blackdevilcreations
@blackdevilcreations Год назад
@@LeafBranchGames the problem is not to use a canvas.. The problem is who uses the canvas! There are so many beginners watching this and other tutorials.. And all use a canvas as basement (which is not neccessary.. Even as HUD root you can use Grid or Overlay).. And as Beginner you assume that you need to use a canvas for all widgets as root object... Which is absolute madness and bad design.. The problem in your tutorial here is just the sentence, to put a canvas as root to have something to drop other Elements on.. No more explanation or further infos about how to use a canvas correctly... And i deal with those beginners every f*** day... And i saw UMGs, littered with canvases and nested canvases and nested canvases in nested canvases that contain widgets with again canvases as root.. So.. Beginning UI tuts with a canvas as root.. Is bad practise in design.. And the root of the problem... Again.. The core of your tut is superb.. I learned well from it and understand. But you really should start different into...
@LeafBranchGames
@LeafBranchGames Год назад
@@blackdevilcreations Having a root canvas in your main or HUD umg is different from having it in every single widget or in even a majority of your widgets. Since I don't teach users to use canvas all the time, and even explain in many of my videos that they should not use canvas in every widget, then I am not the cause for those beginners using canvas panels. They have learned that behavior somewhere else.
@taash32
@taash32 Год назад
i have been trying to figure out whats wrong im doing for 2 days, No One on youtube had a better explanation! how could i figure it out that i neeeeed to use that event on list item object set, all i was seeing is that creating a widget initializes once and adding it to viewlist initialized it again with Default values that took 2 days of my life, thanks man! please keep it up!
@LeafBranchGames
@LeafBranchGames Год назад
Thank you. :)
@sarahlynn7807
@sarahlynn7807 Месяц назад
Can you expand on what you mean here? As in you didn't use the Event On List Item Set at all? Or that you did use it and it was still not working? I'm having an issue myself where I do use that event and it does fire but it doesn't actually set anything when I use the set node. EDIT: Nevermind, using this doesn't call "event construct" so I just had to do all the other logic I usually do with event construct after the Event On List Item Set event. I guess they construct it then the other event fires.
@baziztsahy3927
@baziztsahy3927 7 месяцев назад
Hi. This is the first tutorial video see in your channel. Thank you for your video. You way of explaining things are superb, however the names you give to the variables (DataForListViewEntry, ListViewData exc...) are confusing. An example with matching variables names would be much more appreciated,
@LeafBranchGames
@LeafBranchGames 7 месяцев назад
Thanks for the feedback, I try to give variable names that are simple and descriptive. But as any programmer would tell you, naming things is one of the hardest things.
@baziztsahy3927
@baziztsahy3927 7 месяцев назад
@@LeafBranchGames this was the best answer you could give. Lol. I struggle alot when naming my variables. I always have in mind that names have to make sense and tell what it is exactly even in six months when I forget what i did.
@rifshahh
@rifshahh 7 месяцев назад
Great Video! One question: If I were to use the 'clear list item' function, does the object constructed have to be manually destroyed as well for garbage collection to kick in?
@LeafBranchGames
@LeafBranchGames 7 месяцев назад
An object will be eligable for garbage collection when there is no longer any reference to it.
@rifshahh
@rifshahh 7 месяцев назад
@@LeafBranchGames Allright 👍
@Zeryphim
@Zeryphim 2 месяца назад
How would you go about making this so that instead of moving your cursor over the list items, when the list is open you instead use the mouse wheel to scroll through?
@김라니-e4o
@김라니-e4o Год назад
좋은 튜토리얼 영상 감사합니다♥️
@LeafBranchGames
@LeafBranchGames Год назад
My pleasure. :)
@JulianMann
@JulianMann Год назад
This was very helpful - thanks! However, I'm stuck on removing individual items from the list. Please show how to make the button on the right of each entry delete the whole entry. It would be the perfect continuation for this tutorial.
@LeafBranchGames
@LeafBranchGames Год назад
Sure, I will add it to my to do list.
@ParksvilleLive
@ParksvilleLive Год назад
Thanks for the video. :) I've watched it a dozen times over now. Since these list entries don't seem to share a parent/child relationship with the containing UI element, I've passed in another parameter object called ParentUI to keep track of the parent. I then used blueprint interfaces to send information to the parent UI whenever a list entry is interacted with. :) I'm having troubles with deleting list entries. :/ It may be possible that the delete list item node is broken in UE 5.1.
@LeafBranchGames
@LeafBranchGames Год назад
Glad to hear you like it. Thank you for single-handedly trying to keep food on my table to watching it over and over. :) It may be an issue in 5.1. You could try using a different version to see if the issue persist.
@shadinio
@shadinio Месяц назад
Can you briefly explain how you were able to send info/calls back to the parent UI? Been trying this since last night but merely passing the parent via the object isn't working for me. You mentioned you used BP interfaces to send info back...which interface/func is that? Thx
@ForeverNils
@ForeverNils 5 месяцев назад
it'll be good if we don't have to use a wrapper object for struct
@AMiN-xl8in
@AMiN-xl8in Год назад
Awesome!
@LeafBranchGames
@LeafBranchGames Год назад
:)
@FizzleStudiosLtd
@FizzleStudiosLtd 8 месяцев назад
Why extract the BP_ListViewDataEntry from BP_ListViewEntry? Is there something i'm missing? why not just store that reference in the Entry? When would this be used outside of the ListViewEntry? Thanks for the tutorial, very concise.
@murnoth
@murnoth Год назад
Thank you very much!
@LeafBranchGames
@LeafBranchGames Год назад
My pleasure. :)
@shadinio
@shadinio Месяц назад
Anybody know how to get a reference or access to the parent widget from the child one?
@andreasmuller9455
@andreasmuller9455 Год назад
thanks dude!
@LeafBranchGames
@LeafBranchGames Год назад
My pleasure Andreas. :)
@ruellerz
@ruellerz Год назад
Ty for demonstrating at intro. I'm after a connected player list view. thx anyway
@LeafBranchGames
@LeafBranchGames Год назад
No problem.
@sathishapple5600
@sathishapple5600 8 месяцев назад
How to Create Search Bar Widget Blueprint?. A Teleport Actor Should appear in the Search Bar.
@TheAxebeard
@TheAxebeard Год назад
I'm trying to adapt this to work with a list of previously saved games. I have a save/load system already but I'd like it be easier to implement across different types of saves, in my case Map, Custom Characters, Campaigns etc. I can't find a single tutorial or explanation of how to dynamically fill a list with save games anywhere, this is the closest I've found. Update: I managed to figure it out, the biggest issue now is getting the individual list items to show up nicely. Using the HorizontalBox squishes them all together (which may be the intention?). Update 2: Disregard, I figured out it has to do with the difference between Auto and Fill on the options for each element.
@LeafBranchGames
@LeafBranchGames Год назад
Glad to hear you sorted it out! I am wondering though, are you having a lot of save games to list? Because you may just be better off with a simpler widget otherwise.
@TheAxebeard
@TheAxebeard Год назад
@@LeafBranchGames At the time, I was saving user-created levels, so each entry would have a screenshot of the map, and the data for it including the size (in map tiles), the name it was saved as, etc. It ended up working well, but I found myself coming back to this tutorial for a different game project lol
@LeafBranchGames
@LeafBranchGames Год назад
@@TheAxebeard Welcome back. :)
@unrealdevop
@unrealdevop 8 месяцев назад
Hey I got a question on this: I tried doing this with a CommonTileView and it simply doesn't work....this is where it gets strange though....as far as I know it's not supposed to work like this....but when I Create Widget of TileViewEntry....and use that as the item instead.....they suddenly start spawning....they won't spawn unless I do it this way and I have no idea why lol.
@LeafBranchGames
@LeafBranchGames 8 месяцев назад
I am not familiar with the usage of tileview, so not entirely sure of how much of this logic applies to it.
@unrealdevop
@unrealdevop 8 месяцев назад
@@LeafBranchGames Oh LOL, how did I not even notice THAT XD.....I thought I was using the same one as you ROFL. OK well I can tell you that it basically works the same, but for the CommonTileView (Part of Common UI) it seems to be broken or designed to be setup in a slightly different manner idk. Also they use the same Interface as well for the Entries I believe.
@LeafBranchGames
@LeafBranchGames 8 месяцев назад
@@unrealdevop Makes sense that there is some functionality overlap.
@jackielin5128
@jackielin5128 Год назад
can you make a video on how to add function to the buttons
@LeafBranchGames
@LeafBranchGames Год назад
They are just widgets, so it is normal UI functionality. I have plenty of tutorials on the subject, like this one: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-s-mtBIAVoeQ.html
@fronkis
@fronkis Год назад
I made the list and all, but how do you make a lot of different buttons that all do different things?
@LeafBranchGames
@LeafBranchGames Год назад
Since that logic is all in the widget itself, that is a matter of simple UI logic. You just need to construct a widget that has the features and look you want.
@aufgespielt3768
@aufgespielt3768 Год назад
Hey! Thanks for the Tutorial. Is it possible to stack some entries in the list?
@LeafBranchGames
@LeafBranchGames Год назад
Sure
@distrito8987
@distrito8987 Год назад
Thanks for the great explanation! I'm trying to set a filter by category in my inventory list, however it keeps crashing on me, I think I might be doing something wrong? I'm storing all the items in the inventory in a cache variable when the list is loaded (input action) Then setting the category button and using the select function from the list view to list only the items with said category using the item structure I'm passing through bp instances, not casting, and everything seems to be working fine, it filters and with the cache variable I can get the full list again, but when I switch from one category to other (i.e. from potions to food) it crashes with a lot of errors. Is there another way to sort the list items? Thanks again, this video helped a lot!
@LeafBranchGames
@LeafBranchGames Год назад
What does the errors say?
@JuniusJakob
@JuniusJakob 10 месяцев назад
I made my List open when a button is clicked. What is the best way to make the List close?
@LeafBranchGames
@LeafBranchGames 10 месяцев назад
Either hiding or collapsing is usually the normal way.
@JuniusJakob
@JuniusJakob 10 месяцев назад
@@LeafBranchGames is that the same as clearing the list?
@LeafBranchGames
@LeafBranchGames 10 месяцев назад
@@JuniusJakob No, those are not the same. Hiding or collapsing is a widget property.
@JuniusJakob
@JuniusJakob 10 месяцев назад
@@LeafBranchGames Thanks for the info, I'll have to look into it more.
@robpenfold9500
@robpenfold9500 Месяц назад
How would you update the list when an Item is added?
@LeafBranchGames
@LeafBranchGames Месяц назад
What do you mean?
@robpenfold9500
@robpenfold9500 Месяц назад
@@LeafBranchGames I noticed when making my own changes to this system, that you're required to open and close the menu in order for the list to update if you pick something up. How would you update the list say if you moved an item from that list into a different slot? I've also noticed that only 2 items are allowed per list, but there doesn't seem to be a max you can set
@HouseofGamersLive
@HouseofGamersLive Год назад
Thank you for the video @LeafBranchGames . I am attempting to do this with a TArray. I have a C++ function that "colonizes" a new planet and sets a group of variables. I am attempting to use Listview to pass the variables from the established TArray into said listview. My variables are a combination of FStrings, Int32's, enum ref, and Texture2D. I haven't been able to make this work. For the record, I am able to printscreen the variables (sans the Texture2d) without issue. Just not getting how I would pipe those variables to Listivew ;) Thank you and happy new year!
@LeafBranchGames
@LeafBranchGames Год назад
The structure of the Tarray is the information you should be sending into your list array on a per list item basis just like in the tutorial. Happy new year to you as well!
@HouseofGamersLive
@HouseofGamersLive Год назад
​@@LeafBranchGames I got it worked out. It was silly, I was loading an early menu version. One should not code or script when tired!!! Excellent coverage on this and you have my sincere thanks!
@LeafBranchGames
@LeafBranchGames Год назад
@@HouseofGamersLive Glad to hear you worked it out. :)
@nickaych3284
@nickaych3284 Год назад
How do you update the list entries though? Using this set up, I can't find any way to pass information into the existing entries. There is no way to reference the particular entry in the list. Doing Get Item At on the List View allows me to set the selection to that item but you can't use that value to send anything in or out of that entry with an interface.
@LeafBranchGames
@LeafBranchGames Год назад
You get a reference to the object in the listview and then you just change the value you want changed. Edit: Let me clarify. When you have the object reference by get item at, you have the object reference to the object which held the data. If you want to change data in the object it is the BP data object that needs the interface to change.
@ryanmcgechaen2103
@ryanmcgechaen2103 Год назад
@@LeafBranchGames So if I have the struct that's referenced from on say, a character. I run the game in the editor, then go in and change the values of those structs in real time via the inspector, that won't update the HUD. If I want to update the HUD, I can only do that by changing the data on the data object I created?
@LeafBranchGames
@LeafBranchGames Год назад
@@ryanmcgechaen2103 I can't say for sure that it is the only way, it is a way. The documentation might reveal more functionality that is available to interface with, but I don't know of any at this moment of writing.
@jacklawrence2221
@jacklawrence2221 10 месяцев назад
looks like primal data injection of early spring frameworks
@LeafBranchGames
@LeafBranchGames 10 месяцев назад
I will take your word for it. :)
@cxvcnxbzfdhjlaks
@cxvcnxbzfdhjlaks Год назад
List View seems very buggy. I keep ending up with duplicate entries if I scroll up and down.
@LeafBranchGames
@LeafBranchGames Год назад
I never encountered such an issue when working with it. If you are using Unreal engine 5.1, you could try and see if it happens in 5.0. 5.1 does have some issues.
@DatCameraMON
@DatCameraMON Год назад
So, say I wanted the index to be a name instead of a number and each entry has a unique name. How would you go about do that with this setup? Because I'm currently not understanding how you could.
@LeafBranchGames
@LeafBranchGames Год назад
Change the type from integer to name and then populate it as you want to add items to the list.
@DatCameraMON
@DatCameraMON Год назад
@@LeafBranchGames Sorry, I don't understand. What am I changing from integer to text?
@LeafBranchGames
@LeafBranchGames Год назад
@@DatCameraMON The index variable that you did not want to be an integer.
@DatCameraMON
@DatCameraMON Год назад
@@LeafBranchGames Ah, I see what you're saying. The issue is that I don't want to create a bunch of separate variables for each name, I'm trying to think of the scalability. That is why I was wondering about using an array of text with this, if possible but I'm running into some issues.
@LeafBranchGames
@LeafBranchGames Год назад
@@DatCameraMON Sure, an array of names makes sense for storing the information.
@kn_games
@kn_games Год назад
Unfortunately the content does not match the thumbnail (populating with an existing list, implying clickable buttons that create an action etc.), nor what people would actually use a list for as you did not create a list other than a list of indexes. It's really frustrating because I thought the video was really informative and offering a great way to do this. It would be infinitely better if you demonstrated how to feed an existing array into this list view. With a populated array in my GameInstance, I'm left with no idea how to do this and did not understand the comment below that touched on this.
@LeafBranchGames
@LeafBranchGames Год назад
The purpose of the tutorial was to try and convey how list views work, hence the title, rather than a tutorial to achieve a certain specific list with an amount of functionality. The reason for this was that the tutorial sort of assumes a prerequisite amount of familiarity with widgets and UI functionality that I have taught in other videos. Sure, the video would have been more useful to you in this specific case if I made a whole list from start to finish. But you see, a lot of time goes into making tutorials, and it negatively affects views if I extend them to be super long. So instead of helping 95 people and 5 people being upset, like you, that it does not cover enough - RU-vid might instead show it to 10 people instead of 100, whom like you, who found it sufficient. That means that I was able to help 85 less people on this topic.
@kn_games
@kn_games Год назад
I don't mean to come across as combative and know that I think you produce good tutorials, I just don't understand the usefulness of a video on creating list views unless you show how to create a for-looped list to go inside of them. This is why it frustrated me, especially given the thumbnail which shows an inventory; something a beginner would not be able to make by following this video unless they learned separately or played around. To me, this is why there are two comments below asking about arrays (although in fairness one did solve the issue themselves). In terms of length, which I know nothing about, you could always do a two-part video series if you felt there was more worth covering on this topic. With that being said, do you have any tips on where I would plug my array into? This may help people who read this in the future. Mine is sitting in my Game Instance, but I'm not sure where to reference it. In truth, I may not be as sharp or talented as other viewers so that might be why I can't take the video and figure it out myself. However I'm hoping you can help give some pointers, and hopefully you don't take the criticism to heart.
@LeafBranchGames
@LeafBranchGames Год назад
@@kn_games I can put it on my to do list to make a follow up video on the topic. But I do this on my free time so I can not say when I will get the time to do it, especially with all the other requests and tutorials I have planned and in the works. As to a way forward from the situation you are in; You need to create an object, like in the video for each array item you have and populate the object with the information you want to pass along to the list view, then add that object to the list view like shown in the video. What information the object will contain and what information you will pass along when populating it, will depend on the array you have and what information you want to display. Use the example I showed with the text fields that are passed along as an example and replace them with the information you want to show.
@kn_games
@kn_games Год назад
Of course only do the video if you deem it necessary and can find the time, thanks for tips, really appreciate the stuff that's in the video and your help.
@LeafBranchGames
@LeafBranchGames Год назад
@@kn_games Time will always be the bottleneck. :) Good luck with your list, hope you can manage to add your array data into the list like you need to.
@lili3009
@lili3009 Месяц назад
您好,请问你变量是怎么显示对应类型图标的哦。我的怎么是一个纯色图标。
@LeafBranchGames
@LeafBranchGames Месяц назад
If you follow the tutorial closely, you should be able to recreate it.
@robpenfold9500
@robpenfold9500 Месяц назад
Really don't understand how this is supposed to work with an inventory system, mostly with removing items. I can add items just fine, removing them seems to be difficult.
@LeafBranchGames
@LeafBranchGames Месяц назад
I don't see why you would want an infinite inventory system, so it doesn't seem like the proper fit for that.
@robpenfold9500
@robpenfold9500 Месяц назад
@@LeafBranchGames I don't mean an infinite inventory system, I just mean using a list view to display items in an inventory
@LeafBranchGames
@LeafBranchGames Месяц назад
@@robpenfold9500 A list view is meant to be used for very large amounts of items, an inventory tend to be much less in size.
@robpenfold9500
@robpenfold9500 Месяц назад
@@LeafBranchGames So, say for example that I want the inventory to be dynamic in size - carrying a backpack adds an extra 20 slots in capacity. Would a list view not suite this?
@LeafBranchGames
@LeafBranchGames Месяц назад
@@robpenfold9500 It can be used for it, sure. But I would not use it for that scenario.
@pietpanzerpanzer5335
@pietpanzerpanzer5335 Год назад
Is it posdible to display a list without objects but only classes? So eg i want to display a list of researched items a user could choose from for production. All i need is a listentry with some text and knowledge of what it is. Or do i always have to randomly spawn objects in for that?
@LeafBranchGames
@LeafBranchGames Год назад
An object is an instance of a class. Do you plan to show something that is not an instance in a list?
@pietpanzerpanzer5335
@pietpanzerpanzer5335 Год назад
@@LeafBranchGames yes, as mentioned all i want is some information displayed the might be saved in a class but i feels dumb to make an instance out of every researchable item.
@LeafBranchGames
@LeafBranchGames Год назад
@@pietpanzerpanzer5335 The content that is displayed and the widgets themselves, are two separate things.
@pietpanzerpanzer5335
@pietpanzerpanzer5335 Год назад
@@LeafBranchGames ah but how do you set or pass a value like a class refrence into the list entry? Add item doesnt return the widget reffrences like create widget does?
@LeafBranchGames
@LeafBranchGames Год назад
@@pietpanzerpanzer5335 Just pass it along like any piece of information like shown in the tutorial.
@BlackFolioStudios
@BlackFolioStudios Год назад
The biggest issue I find myself running into is trying to get my list view to communicate with my data asset.
@LeafBranchGames
@LeafBranchGames Год назад
It might seem a bit roundabout at first, but once you get the hang of it, it should not be too problematic. Although, a list view is an advanced view. For most cases a normal vertical box with widgets will do just fine.
@rremnar
@rremnar Год назад
This is way too difficult to implement such a simple concept. I get the part about creating the custom item for the lists view. I had to do that even for Godot; because I needed a timer that removes itself on the item. But if I can't even get the dam thing to work normally without all the hacks and BS, then I will find another way of doing things.
@LeafBranchGames
@LeafBranchGames Год назад
Not sure what you are referring to as hacks. But yes, there is a cost to use list views if you are looking to benefits from its strengths over a normal widget panel. That is why you would build a framework to ease the use of a list view to suit the needs of the project it is to be used in.
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