For anyone wondering why I left the Main Menu so plain was because the design choices are completely up to you! If you'd like to download the Background Image + Button image seen in the thumbnail check the description. From there simply set the BG image as your Image background (talked about in the last minute), and for the buttons look in the button details and change the hoovered, clicked, pressed settings for each :) Good Luck Game Dev Team
@@splitupgamesofficial it's working. after on Pressed (play) add > "Set Input Mode Game Only" then add Get Player Controller to it's blue hole = object. "don't connect on pressed (play) to open level."
I had an issue with black screen when I was done and I saw some people in the comments had it too. This worked for me-> at 0:50 you need to hook "event beginplay" node to "create main menu WB Widget" . Hope it helps!
@@RandomClips22023 event begin play is a standard event, it should be there :0 maybe you misspelled it? Its one of the greyed out events when you create a new blueprint
Great Tutorial! I had one issue though where F11 for fullscreen wasn't working and default 3rd person controls were not registering input after clicking play and loading the first level. Here was the solution: after creating Add to Viewport in the MainMenuMap I created "Set Input Mode Game and UI" instead of just "Set Input Mode Game UI Only" and I think that fixed everything. This is in version 4.27.1. I am super new to Unreal so if this doesn't work or messes something else up, my bad. Worked for me though. Again, awesome video :)
Hey, i had same issues and used your workaround but now my mouse-inputs are only active aslong as i hold Leftclick. so to look around i have to hold a button. any idea how this could happen?
@@IISinoshII Rather than adding "Set Input Mode game UI only" or "Set Input Game and UI" , I just added "Set input Mode Game Only" and It worked well am using unreal 5.1
Forgot to mention to conect Event BeginPlay to the rest of the eventgraph widgets. Made me rewatch your vid 3 times in slomo to realise it for myself. thanks a lot 😶
Loving your tutorials man. Any chance you'll end up doing any intermediate or advanced menu or ui tutorials in the future? Would love one on how to set up a realtime gameplay background for the main menu and having the camera angles animate to different positions when a button like settings or difficulty or something is pressed. Keep up the good work man! 🔥
Hey blackcat thanks so much for the kind words! And yeah that it something I'd really love to do but it wouldn't be for quite some time as I've got so many videos planned for the future haha. Will look into it at some point for sure :)
If enemies are not moving when level loads in after menu try this: Go to Edit -> Project Settings -> Navigation Mesh -> Runtime Generation from Static to -> Dynamic
Hi! I don't know if you still have this issue, but I may have found the solution to this: In the level that you open when clicking "play", open its level blueprint and add "Event BeginPlay", drag the white arrow and write "Set Input Mode Game And UI" and for the "Player Controller" use the return value of "Get Player Controller". - imgur.com/a/u6aNIB8 The issue was that when we we're launching the game we switched to the input mode "UI Only" + Showing the cursor, and we weren't switching back to the default settings when changing level. Hopefully this is the right thing to do (I just started using this program) and this will fix your problem.
@@KrenArt Thanks for the help but now i have another problem. Now it is always in Mouse Control mode and i can only look around in my game by holding down Left Mouse Button. Im not sure if this is still the same when i package the game but its really annoying for testing. So how do i fix this?
thanks man keep it up!!!., i appreciate your time creating it ! thanks alot . btw how you know how to create what and what order ,did you learned it somewhere. ?
Thanks for this, super quick and straight to the point! How could I change this to work with a game pad as well as keyboard and mouse? Thanks for sharing this with us!
After I do the whole menu, when I press play, I can still see my character appear at the beginning of the empty level (the menu one). How do I avoid that?
Hey Beardgames, I followed your tutorial, now, its much easier than the ones that include 14 minutes and blah blah blah. do you think you can do a short tutorial about character customization?
@@Beardgames I mean that kind of image offset on base the mouse cursor position. Like destiny 2 UI, when u move the cursor to the right, some elements move too.
@@adriantome278 I'm not entirely sure amigo! I think you'd have to get current mouse position, then based on this position if the mouse has a certain x/y axis, animate your buttons to move places. Watch this video to see how you can animate your widget :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fKoKhuStEjk.html
@@indecisiongamesstudio3938 that's so awesome dude thank you so much for joining me on this journey! I hope we can continue to stay in contact for years to come 😎
If your falling through the map after you click start on your main menu, move your network player spawn to where you want to spawn and delete your 2d character that you dragged into the map.
For main menus, do people create a whole new level for them or do they just hide everything behind a picture? If you were wanting to have an animated menu you'd want it to have it's own space right? But if it's a simple phone game then turning off the player controller, changing the sound and switching to a widget with a picture that fills the whole screen sounds like it would work too.
Not sure if this is just a UE5 thing, but I had to uncheck the "Context Sensitive" box when searching for the "Set Active Widget Index". For whomever it may concern in the future.
Thanks for the Video, although I've come across an issue that when i start the game I cant move my third person character. Is there a way to fix this issue?
I had the same issue! Here was the solution: after creating "Add to Viewport" in the MainMenuMap I created "Set Input Mode Game and UI" instead of just "Set Input Mode Game UI Only" and I think that fixed everything. This is in version 4.27.1. I am super new to Unreal so if this doesn't work or messes something else up, my bad. Worked for me though.
All you need is ...begin play create widget add to viewport set mouse curor checked and player controller no need for anything else in 4.27 otherwise the character will not move
Why does the Start Menu has to be in a new level all by itself? Why wouldn't it work if we put it in the same map/level we're working on? Just trying to save levels/maps/resources if possible...
@@stevokrzton3056 I had the same issue. Here was the solution: after creating Add to Viewport in the MainMenuMap I created "Set Input Mode Game and UI" instead of just "Set Input Mode Game UI Only" and I think that fixed everything. This is in version 4.27.1.
I had a problem where the screen was black when I would start it but fixed it by connecting something I forgot to connect, now when ever I press play it closes out and says the map location is invalid, but when I went to look for myself, it was still there. Do you know how to fix this?
Do you have any plans to show how to use a gamepad with an inventory menu? I've been searching and I can only find either just an inventory system or a gamepad UI system that doesn't actually integrate an inventory system.
Hey Meg sorry for the incredibly slow response! I missed this comment for some reason, at the moment I have no plans on doing this but this is something I could think about further down the line :) Sorry I can't be of more help for now but I'll have a think about how I could do it!
I just solved this kind of situation for my own project (XBox Controller / Gamepad) and I remembered this comment. (took ma awhile to find it though) Anyway here is what I did and it "kinda" worked for me: Go to the Widget where the buttons are. Select the Button and enable "is Focusable" in the details section of all the buttons. Then in the event of the same widget (where the buttons are) create: Event Construct -> Delay for 0.1 Seconds -> Set Keyboard Focus On "Set Keyboard Focus" put in one of the Buttons (from the varibals section of the widget) That should work. It did for me. :) Play around with the settings a little to find the right way for you. But the Delay before the "Set Keyboard Focus" is the whole trick to make it work.
Hai i want to ask something, when we create menu, we only make it at same level Map? Cause im trying to make A Map ( menu ) & B map ( game ), i set A map as default map , but when i play the game from B map it doesnt start from A map ( default ), And when i package the game its only package 1 map , help please
I like your tutorial but you go to fast at times my guy and it feels rushed. Remember if we are watching this its cause we wanna learn not watch the video 8500 times trying to rehear what you said right other than that great vid lol.
Thanks Blood drive I appreciate that :) A lot of people want to go fast but I also understand some people like to go slower, I do my best to find the in between! Thanks for supporting the channel my friend =)
@@Beardgames yeah no worries I watch alot of unreal tutorials being a solo dev and you're definitely helping gonna owe you a high 5 when I get this game done lol.
Hopefully you see this so my menu works perfect when testing in standalone game in editor I did make it so that the play button opened into a level select and there's buttons for each level but when I build the project the level buttons act like the back to main menu button any ideas as to why this is
It's probably a longshot that you will reply, but I followed your steps exactly and when I get to 3:33 my Event Buttons are grayed out... any ideas? Well, I figured it out. I had the instance "running" and when I clicked stop, I was able to ge tout of read only mode. I'll leave this comment up because maybe someone else will run into this! Thanks for the video mate Edit 2 - Well now I have a different issue... when I go to play the MainMenu nothing shows..no buttons.. just a black screen Helllp :/ Final Edit - LETS GOOOO!!! This video is a golden corner of Unreal Engine and the comments below are answered in other comments here. Thats enough babbling from me, thanks 100x over man!!
@@Beardgames Well, I am now running into this forsaken 39% initializing thing...where Ue4 won't load the proiect. Which is insanely odd seeing how there is literally no assets or anything to compile...I gues I'll just let this thing run for half an hour which seems to be the fix I could find Googling. Thanks for the replies man you are the goat
@@Beardgames okay. new issue. The menus work, but now upon reaching the first level I don't have control of the character, but rather just a camera? Lol thanks for the help so far man really
I'm afraid I can't give you an exact Date Dackky, i've just finished my 30 topic tutorial series and now have a few other videos planned I've always wanted to do. When they are out the way I will make some more updates for it :) Sorry I can't give you an exact date!
hi i followed every step but ended up with error can anyone help me please! TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/FirstPersonBP/Maps/FirstPersonExampleMap'. Shutting down PIE.