Coherent UI 2.1 for Unreal Engine 4

Hey guys,

We are happy to announce a new release of Coherent UI for Unreal Engine 4 plugin. It comes with many new features, improved performance and experience.


***Coherent UI powered HUD for the Shooter Game in UE4


What are some of the major changes we did in this release?

  • The plugin now supports GPU shared textures. It is a unique Coherent UI feature and improves performance by removing the copying of any View texture from the GPU VRAM
  • The input handling component is now part of the plugin. You can now trivially add HTML5 input to your game without having to copy any C++ code from the sample - all is done through Blueprints
  • Coherent UI 2.1 supports User Media APIand WebRTC
  • It is easier to add Coherent UI on any texture on any actor using Blueprints only


***Coherent UI inventory running inside the UE4 editor


Please stay tuned for more video tutorials and feature overviews of Coherent UI 2.1

Get a free trial of Coherent UI 2.1

Cheers!

My only question is this - how does Coherent UI measure against Slate, or more importantly UMG? Not just performance wise but also usability wise, modularity and ease of use. Does it have any significant advantages or disadvantages other than the obvious separation of HTML from the game itself.

Apologies if I’m unclear it’s a bit tedious to type on the phone.

Hi DamirH,

We’ve done a thorough research and made a blog post comparing Coherent UI with Slate and Canvas, which you can find here . Some of the bigger differences are that Coherent UI has a natural design-oriented workflow, very fast iteration time, meaning you can change the UI while having the game or UE4 editor running, without the need to re-compile the module to see the changes and you are also able to use existing visual tools, such as: Coherent UI Debugger, Adobe Edge Animate, Sencha Animator, any HTML5 editor.

Regarding UMG, we are also working on a tighter integration of UI animations from UE4. You’ll be able to trivially trigger and manipulate animations from Blueprints.

Please stay tuned, as we are constantly updating our progress :slight_smile:

Cheers!

Hey guys,

we made a short demo reel of our integration in UE4. We took the Shooter Game provided by Unreal Engine and put an alternative HUD that replaces the one made with Slate.

The UI elements that you’ll see in the HUD are: animated HP bar, animated ammo count, kill counter, current weapon indicator and a detailed kill log.

The Demo also glances at the possibilities of using UI elements in the 3D game world. First, we open an inventory, where we change our primary weapon, after which we hit a UI button to “take the elevator” and go to a secret location in the level. Of course the latest can be used for different kind of player interaction (e.g door handlers, monitor screens, etc.)

The two way UI binding (game -> HTML and HTML -> game) is done all in blueprints without a single line of C++. The only thing that is done in C++ is broadcasting events for when health or ammo is changed.

Hope you guys will like the vide, we’ll be making a series of tutorials on how we did it :slight_smile:

Cheers!

Congrats on release but…

“Animated HP bar” … “STARTING FROM $12.99 PER MONTH” … Thanks for the laugh!:slight_smile: