How do some of these games do this?

I have tried doing something “similar”, basically you hover over the buttons and some sort of glow comes off them and then when you stop hovering over them it goes back to normal.

I know this is using the OnHover Event most likely and OnUnhovered Event. (I’m not a noob lol just never really did UI much except for test games in UE for the past 7 years.)

I’ve tried using Borders, Background Color, bunch of other stuff but I’m not getting any “similar” results that I like. I’ve thought of just doing this in C++ but I will just stick with Blueprints as it’s much faster imo

Examples:


Videos from a friend of mine since I don’t have Poppy Playtime lol.

Poppy Playtime: - White Glow
Indigo Park - Purple Glow

I feel like they are just using Overlay Images under the buttons and then trigger them to appear once hovered over and then once hovered off they go back to normal.

I’m not asking for someone to make me a thing for this, I’m wondering if there is a Node in Blueprints to do this. as I like doing everything by myself, but when you try and try and get lost it’s best to ask for help. and that is what I’m doing.

Thank you I appreciate this community, they are very helpful and kind.

You could make a base button that handles all of your on hovered / unhovered logic and create a widget animation for that button where you can change the color, scale, rotation, make it do some crazy flip if you want

The other way is to manually scale and set the colour via blueprints but the animation route is more manageable if you want to smoothly scale back and forth

check this vid out, follows the same principle if you’re unaware of widget animations

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The Lyra example project has a whole set of shiny UI element. Have a look at it. They’re using materials animated by UI animations.

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