Just a redundant post, but I’m also interested in point 1 from @Ciberus
To explain it a little more: I had the same problem with normal UMG widgets, with understanding how to implement consistent navigation wether it be with a mouse, keyboard and gamepad. I did not find the informations. There are Navigation properties for button widgets, but I found no informations on what they do and how to use them. And just as in the video (point 1 mentioned above), I didn’t understand how to select a default input for keyboard or gamepad navigation.
I ended up making my own navigation system, overriding defaut selection system, focus system behavior to accomplish this. It’s a pain.
Then, when you mentioned it in the video (how to select a default input), I thought I would a last hear an explantion and solution. And no. You just said you would tell in this anouncement thread, but neither the video nor the forum explains at all.
Now, I feel embarrassed as I’m afraid I’ll just sound (or read, idk) mean, and I don’t want to be, but to be honest I find the whole video being not great quality. It’s very confused, not clear at all, with very poor informations for a very long video. Compare this to Matthew Wadstein video and you get what I mean.
UI is really important and we’re all confronted to menus whatever is the game we make. This deserves some love.
I would really appreciate this one is remade in a playlist, with a plan, a script, straight to the point (not cluttered) and detailed infos. And maybe if oher people are interested we could help work on the points we would like to be treated. I would gladly volunteer to alpha/beta test the script and give feedback from a noob POV.
As a start, I would suggest a chapter concerning navigation:
- How can we set a defaut input on a frame,
- How can we navigate coherently and simply between inputs (like pressing tab in windows) wehter we use keyboard only or gamepad (mouse seems obvious)
- What about the 50 shades of focus, or rather, how can we get rid of them to just have a simple coherent system between different kind of input devices: you’re focused / you’re not => true/false.
For other chapters, for me, organising, clarifying and detailing what is in this video would be great.
If, for some reasons (time or whatever), unreal team wouldn’t want to get involved in this project, I would gladly give it a try though I’m not sure I would give accurate infos (or I’m sure I wouldn’t xD).
But it could be a start for feedback.
@E_PepeGamer
Thanks for the info. I’ll check it and see if it could be an alternative
Here is the link to the marketplace: UI Navigation