Ok so I’m working on a game for one of my classes. We currently have a main menu with one of the options sending you to the settings menu. I just recently made a pause menu, in which you can open up the settings menu as well. The issue I’m having is, is that when opening the settings menu from the pause menu and then you go back it takes you back to the start menu not the pause menu.
How can I make it so that when you open the settings menu from the main menu the exit button will take you back to the main menu, and when you open up the settings menu from the pause menu the exit button takes you back to the pause menu not the start menu?
This is what I have for the settings exit button currently. I know that right now it’s only sending you back to the main menu. What should I do to it to make it go back to the previous blueprint?
Does the settings menu fill the whole screen? If so, then when you return, just do SettingsWidget→RemoveFramParent() or use the RemoveFromParent node. That’s it.
If it doesn’t fill the whole screen, then use a BlurWidget wrapper on your settings widget. You can set the blur to 0% if you don’t want the blur effect. This will just stop any events from going to anything underneath. Going back is calling RemoveFromParent on the blur widget.
Also, when creating the Settings widget, don’t remove the old widget. Let them stack.
Hello @ViolaHale ,
I recommend doing it this way:
First, create an InputAction called IA_MainMenu, then add it to IMC_Default. This will make it so that every time you press a key, the game pauses and calls your menu.
Then, in BP_ThirdPersonCharacter (or whichever you’re using), you create the Pause menu, pause the game, show the mouse, and set the input mode to UI so you can control it when you open the menu.
With this, you should have your menus working correctly.
I’m also leaving you a video that shows how to make a menu with settings, which might be useful to you.