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For me, this didn't resolve anything - so why can't widgets use keyboard keys when paused anymore? Still unclear.
Ответитьi've watched like 4 peoples videos and still no dice on this widget. the rest of common ui seems to work
Ответитьthank you for the tutorial! as i understood: if i will make remappable bindings by controls settings, i should change input type info from data table inside the code, right?
ОтветитьHow do I go about displaying the keyboard and mouse wth this? Esp if I can reassign the bindings on PC
ОтветитьThanks for the video! But where exactly is the library project with the pre-made blueprints you mentioned?
ОтветитьCan't get it work properly, when switch to controller the gamepad icon is not showing up.
Ответитьhai, can you help me? i want make a button, but when i click the button its same i click P ( keyboard ) thanks
ОтветитьNone of this works for me. Only the default actions work. But let's say I want the Y button to trigger the button, it doesn't work. Only A ever works. And the back button never triggered.
edit: I check on and off some of the checkboxes in the Project Settings for Common Input Settings and it just started working. Kinda wonky code if you ask me.
Please tell me how to make the font size always default? How to save the font size (Applivation Scale) setting? That is, so that each new project opens with the selected font size?
ОтветитьDamn son! After 52 seconds of watching your video I can already say it's better than the Common UI introduction by Epic which was almost 3 hours long..
ОтветитьYou could show us when you add a widget in your map ! you do things too fast !
ОтветитьThe only channel I found talking about very different things, mainly about the common UI.
Have you used "Set Input Mode Game and UI" with Common UI? I couldn't make it work, it bars all commands as soon as I activate a widget. Working only the menus inside the Widget. (The Flipflop to disable the widget doesn't even work)
Thank you for the tutorial, but from what I understand the "Common Input Action Data" are independent of "Enhanced Input". How to link them? Namely, I have a widget that displays to interact with objects (press "E" or Press "X"), with Common UI, it adapts with the correct icon if the user uses a keyboard or a gamepad, no worries. But if the user modifies the action button by remapping it, how can I ensure that my widget displays the new icon? I haven't found anything about that.
ОтветитьHey! Thank you for showing this initial setup. I am also diving into the common UI since yesterday and still experimenting. Recognizing the controller inputs is easily done with your explanation. However, how can I switch it with a keyboard input? I do know that the Common Button Base has checkboxes like: Hide Input Action with Keyboard. I am a bit lost on the best approach here. I see in your second video you switch between keyboard and controller Icons. Can you elaborate on how?
ОтветитьWhen an activatable widget is enabled, inputs are disabled. How do you handle inputs?
For example, I added a function to my PlayerController, ESC key opens the Pause Menu. Normally it has a feature if it clicks ESC again, it should close. But, CommonUI blocks all the inputs and the player cannot close the pause menu with an input. How do you solve this problem? Thank you.
That's exaclty what is was looking for. Unity has a complete tutorial about that and Unreal (as usual) has only that trashy documentation to show. Thanks!
ОтветитьGood video, thanks.
Ответитьthis is just showing part of the initial setup to have UI input icons switching handled for you there is more to both the input side and what the common UI plugin offers that i will be covering in future videos.
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