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So, when designing your user interface take some time to think about what utilizes the same functionality and how can you split that into separate widgets to minimize any repetitive changes later. Thankfully the Palette will also show you widgets that you have created and allow you to position them inside other widgets. Some of you may have realised this already but that’s not a good way of doing things. I had to manually go through each screen and fix up every instance of that button. While this did provide the result I wanted, if I then decided I wanted to change how the button functioned.
UE4 DISABLE CONTROLLER EDITOR CODE
When I first started, I would use the default buttons and then manually inside the editor code each buttons functionality separately within its parent widget. These are great for quickly prototyping but sometimes you just want that little bit more out of them. In UMG there are a bunch of pre-programmed widgets to make use of inside the palette. Either way feel free to stick around and I hope this will be informative. As such it is aimed at helping people already working within Unreal Engine 4, however you may just be interested in how some of our user interface works. This blog isn’t going to explain a lot of the basics of navigating the UMG and Blueprint editors, it’s just a breakdown of some of the tricks I used when setting up the menus for Rooftop Renegade. I write this blog to be the tutorial that I wish I’d been able to find when I first started working on gamepad navigation within UMG. Over time I picked up a few tricks that have gone a long way in reducing excess repetitive work.
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We all start somewhere, and I often found myself lost in the world of UMG. “I write this blog to be the tutorial that I wish I’d been able to find when I first started working on gamepad navigation within UMG.”
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