This menu system includes all the features you usually see in most AAA games and is therefore the perfect starting point for your project. You don’t need any C++ to use this plugin, everything is usable using Blueprints. Change Settings in the Main Menu or adjust them while your are ingame using the Pause Menu. Fine tune your graphics settings, while seeing changes directly on a preview image. Set Display Settings, such as Gamma, Resolution and Window Mode. Adjust audio levels for different channels, such as Master Volume, SFX Volume, Music Volume and Voice Volume. Navigate through menus using your Keyboard/Mouse or Gamepad and see the change of input device reflect immediately in the UI on button press. Rebind Keyboard/Mouse and Gamepad Bindings to fit your needs, while seeing your current bindings on a preview image. Switch between languages in the menu, using our multi-language support. Show off your team members fancy job titles using our simple Credits Roll.
Features
Easy to use and easy to customize
Multi Language Support (English and German already included)
Full Keyboard/Mouse and Gamepad support
Extensive settings for audio, gameplay, display, graphics and controls
Integrates Graphics Benchmark for optimal perfomance
Ingame pause menu with editable settings
Saving and loading of persistent game settings
Easy to save and load your custom variables to config file
Animated Game Intro and Credits
Menu Music and SFX included (easy to change)
Polished Example Scene with Sample Character
Simple and customizable loading screen
12+ custom UMG Menu widgets
10+ custom UMG widgets (Button, Slider, etc.)
Extensive documentation
Mostly written in blueprint, with a little C++ to get around BP limitations
It sounds like you need to change your Character BP. Either use your own, or go to the included SampleCharacterBP and remove all Input Events in the Event Graph that you don’t need. If all you want is turning your camera, your Character BP Event Graph should look similiar to the attached screenshot. The Input Events that handle your camera rotation are InputAxis Turn and InputAxis LookUp.
You can simply switch out the image that is used on the individual OptionsPickers, select one of them in the hierachy and edit the Option Image Array and the Option Image. You can follow Unreal’s guide to make screenshots of your game while in engine: https://docs.unrealengine.com/en-US/…ots/index.html
I´ve downloaded the demo to try the product and everything works, except the “Save” functionality in Pause Menu.
When I click the Save button, it does not reproduce any message and doesn´t save the location of the character or anything.
Because when I click the “Load” button it comes back to the beggining of the level, not the place I´ve saved before.
Can you correct it or I am loosing something?
Thank you and Best Regards
The Save & Load functionality makes use of the default Unreal Engine Save System. You will need to look into the following docs to get more info on that: Saving and Loading Your Game in Unreal Engine | Unreal Engine 5.3 Documentation. Just as a tip, you will want to save the actor location of your player on save and after the level loaded, move the player character to the saved location.
I’ve implemented a lot of your menus so far, but I’m getting caught up trying to do one thing. In the lobby menu, when the map is changed (by the host – listen server), I want the connected clients to see the active map selected too. We’re using an Options Picker with the Selected Option Image. Only the server (isServer) can change the options picker.
Do you have any examples of how this should be implemented for multiplayer?
I’ve tried a number of different ways and many hours, but I haven’t been able to get it synced for the connected players. I included screenshots below of my latest attempt, but I’ve been through MANY other iterations with no success.
Any help you can provide is appreciated and I’m looking forward to hopefully getting this working.
Upgrading is not a straight forward process, if you changed a lot in the menus und widgets. Otherwise just download the latest plugin version and copy it to your projects Plugins folder like advised in our documentation. If you changed the design and some Blueprint stuff, I’ll recommend you to make a backup in a second project and copy it over to the new version.
I also recommend you to wait for the 4.25 version we will release soon, when Epic is ready. We fixed a lot of bugs and did small fixes here and there.
Hi, thanks for the hardwork. But tutorial is missing. I’m having issue when I want to create my own custom button but to make it work with gamepad. Please update it, thank you.