Widget to Blueprint communication in UE4 (Not limited to VR)

Widget to Blueprint communication in UE4 (Not limited to VR)

GDXR

3 года назад

18,722 Просмотров

Updated Discord invitation: https://discord.gg/gdxr-415153324099371008 #UnrealEngine #VR #Blueprints

► Description
Hey everyone, in this video I show you how you can make a 3D widget and have it communicate with a blueprint to make it do something. In this example, I create a widget that lets me turn a light on and off as well as change the brightness. But most importantly it's reusable.

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If you're new to VR and want to get started with Oculus Quest development, I recommend watching these videos first.

1. Installing UE4 from Source code (contains more up to date Quest features)
https://youtu.be/IHI2JFFTUzs

2. Installing Android Studio (Required to create Oculus Quest projects in UE4.25+)
https://youtu.be/q-mAEnqZb0M

3. My Oculus Quest 1 Settings (These are different to the Quest 2)
https://youtu.be/-jF5OONm9pg

4. My Oculus Quest 2 Settings
https://youtu.be/nd9p8R7OOoA
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► Join the Discord: https://discord.gg/xw65fg7
► Patreon: https://www.patreon.com/GameDevXR
► Twitter: https://twitter.com/GameDevXR
► Instagram: https://www.instagram.com/gamedevxr/

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PC SPECS:
► GTX 2070 Super
► I9-9900K
► 32GB Ram

Equipment
► Keyboard : HyperX Alloy Origins
► Mouse : Anker® Ergonomic Optical USB Wired Vertical Mouse
► Mic : Trust GXT 232
► Web Cam :
► Screen : AOC I2367fh 23-inch LED
► Headset 1 : Oculus Quest 128gb
► Headset 2 : Oculus Rift + Motion Controllers
► Headset 2 : Oculus Quest 2
► Graphics Tablet : Wacom Cintiq 13hd

Тэги:

#Gamedev #Indie #Indie_Gamedev #Indie_game_Devlog #Game_Devlog #Game #Dev #XR #GameDevXR #Blueprints #Coding #Unreal #Engine #VirtualReality #VR #ExtendedReality #tutorial #how_to #how #To #develop_games #making_a_game #Dev_Log #beginer #Unreal_Engine_4 #archviz #architecture_tutorial #beginner_tutorial #basics #blueprint_tutorial #blender #beginner_tutorial_series #coding #devlog #Jonathan #Bardwell #widgets #communication #between #blueprints #blueprint #talk #to #widget #UMG #UEVR #bardwell #log #development
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Комментарии:

@drago9606
@drago9606 - 26.10.2023 23:47

Its not letting me target my static mesh in the Get User Widget Object

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@danielgarciaarocas7631
@danielgarciaarocas7631 - 13.09.2023 09:58

When making the APK the widget and line trace stops displaying correctly, I have seen that the solution is to disable multiview, but I need to use multiview

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@N0melo
@N0melo - 24.07.2023 14:13

WOW! very helpfull! Best Tutorial on the Internet for Widged Communication...

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@Fikarblackproject
@Fikarblackproject - 30.06.2023 09:03

when i try put my widget to blue print, it totaly black

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@qiyuanan4382
@qiyuanan4382 - 14.03.2023 09:56

Hi,thanks for the great tutorial. But I still can't figure out how to transfer a value from widget to a pawn or character BP class. I will really appreciate it if you give me some clue.

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@s3d454
@s3d454 - 18.11.2022 15:24

Thanks Jonathan for your greats tutorials, that help me a lot.

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@acosmis9301
@acosmis9301 - 27.09.2022 19:40

Thank you so much Johan. finnaly I get the right tutorial.Your tutorials are really helpful!

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@draganastamenk
@draganastamenk - 15.09.2022 12:49

Hi Jonathan, do you have insights how would you go about creating a picker GUI for a control rig? I'm trying to get just one button that would select a control. Not sure which nodes I should use in the editor utility widget? I'm new to Unreal, and I'm pretty sure it starts with Get Selected Actor, but that's where it ends for me :D Thank you for any help! Cheers

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@RPGFOLIFE
@RPGFOLIFE - 07.09.2022 18:29

This entire could have been 10 seconds.
1) In Widget Blueprint: Make reference to object you want to communicate to via reference variable.
2) In Object Blueprint: Set Widget reference variable at event begin play via get user widget object node and casting.
3) Add your game logic.

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@chomnansaedan4788
@chomnansaedan4788 - 13.04.2022 16:46

I need to use a struct that's being filled in another blueprint to my widget in order to compare values. How can I do this?

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@chrishayes9978
@chrishayes9978 - 12.02.2022 21:50

So I pretty much give up on blueprints.
If you place a widget within an actor blueprint, and you want that actor to manipulate that same widget that's already on that same blueprint, for some reason you have to create a separate widget, then activate that somewhere else, then cast somewhere else to get information on the same blueprint the widget is on, then after 3 days the only route you come out of is the FAILED TO CAST. Blueprints are stupid. There needs to be a simple, to the point method to this. Like public variables should be public. In C# it's as easy as press "."
There's no reason it should be this tedious to manipulate a widget on an actor, especially if the variable is public. I still can't get it to work. It's a good thing I know C#.

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@1mpqn282
@1mpqn282 - 07.02.2022 22:57

Thank you so much for your tutorial. But in the get actor reference path, I did the same thing but it seem that i can not get reference of any actor. So far i have tried select from the panel, pick by eyedrop like you but it always return to none.

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@habibmustansar3290
@habibmustansar3290 - 16.09.2021 18:07

I am facing black screen issue whenever i attach a candidate image with session config. As soon as i do that and deploy the app on android phone, the screen goes black. any one having any solution regarding this, please let me know.
But days ago with all the same settings it was working quite ok.

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@javierecarreras
@javierecarreras - 29.07.2021 21:07

Hi Jonathan, I found your video very interesting. Especially since it solves half of the problem I have.
I'm still having half a problem, but maybe you can help me?
In your video you mention the interaction of Widget to BP.
But if I had a BP with a custom event that I want to trigger an animation in a 3D Widget, how would you do it?
The animation is not complicated at all, just a Canvas Panel with things inside that should all grow together when the BP gives them the order.
It seems to be the exact reverse of what you did in this video. But I can't find how to reverse the logic.

From the start, thank you very much.

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@soccerdosanddonts3117
@soccerdosanddonts3117 - 17.07.2021 00:04

After a long search for passing a variables from my widget to the parent blueprint, I just landed on this. It worked. All I needed was an interface! Thank you very much!

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@KYANYKYANY
@KYANYKYANY - 04.07.2021 13:19

Excuse me ,I dont know why I cant find the widget,I need some help..

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@gregkotgaming6992
@gregkotgaming6992 - 19.03.2021 18:50

I struggled through working this out a couple of months ago when I had a timer in one widget and another widget that displays the time when it stops (and another couple of actors are effected). Took me so long to work out and I kind of bodged it by having a third actor that overlaps them, checks for tags and assigns them as reference. It then sends all of them a reference to each other, which they save, if necessary, as an object reference and they use it later on. It all happens in the first second of loading the level, so nobody would know. No idea how I came up with the idea.

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@grajo6052
@grajo6052 - 17.03.2021 13:54

Hi Jonathan, this is exactly what I was looking for. Thank you so much! Your tutorials are really helpful!

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