Unreal Engine 4 Deserves Clean UI

@EXGAMESADRENALINE
Are You reading PM’s by any ?

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Hear hear! I use two 42Inch and on top of that custom resolution that puts everything at about 75%. Its adequate for me. My only issue really with UE4 right now interface wise is the fact that there is not much visual distinction between instances of an asset and the original version. For example place an object in the world and edit its properties vs editing in blueprint, looks exactly the same, nothing to tell you its two different instances except the object number in world outliner. Just throwing it out there for anyone reading.

just a little bump, i don’t want this thread to disappear

&stc=1

This is my favourite one so far. I want this so bad.

A couple of suggestions, don’t know if they can be easily implemented, but whatever. This thread is a lot of fun and seems to be interesting for a lot of people, so who knows…

the labels to xyz for each transformation is necessary, and also, is just a simple drop down tab

just a little bump, it seems there aren’t news from you :confused:

Yeah, I am also waiting for news :slight_smile:

FYI I’ll send more visual updates after my body will able to function as it should :slight_smile:

(an unexpected benign tumor… nothing scary, however a longer recovery than I thought it would be)

These are really cool updates and ideas :slight_smile:

I noticed it had been a while since one of our staff posted in this thread, so I thought I’d just reiterate that we appreciate all the feedback about the UI and how we can improve it.

the design look clean and pretty, like it so much

It’s great to hear that! I hope I can spend more time on the upcoming weeks.

Unf up to this time I’m cosplaying Big Boss from the first act of the MGSV TPP
(watching broadcasts about the unusual friendship of animals and learning how to reskin the Slate editor at the same time)
Can you guys, please add more feedback for the laptop version? Because it’s still too little said about it.

Thank you!

I’ve been using Houdini 16 quite a bit lately and I think they nailed their interface. For me, at least, it just works well… Maybe UE4 could switch to QT5 if they do a redesign? But, that would require a massive re-write which might not be possible right now…

That I wanna see :stuck_out_tongue:

-An MGS enthusiast :slight_smile:

Amazing UI, it’s beyond what I ever wanted Unreal Engine 4 to look like. Your UI is very professional, stylized for a modern advanced engine (which Unreal is), clean less crowded by unneeded space. Please keep this up you are doing amazing work!

I really hope that Epic will support your work and give new option to change Engine UI Theme.

Here’s some feedback for laptop mode and desktop alike, personally I’d avoid mono-colored buttons or else you’ll be diving into what Visual Studio went through when they made almost every icon have the same color.

Colors help a lot navigating. I know that mono-colored buttons is really nice to look at, but you have to consider the usability too.

Here’s my feedback:

  • Green color for the play button would be great.
  • Modes doesn’t have an active mode icon color?
  • Toggle button next to “Transform” is upside down and strangely aligned?
  • World Outliner and Details panel should have a darker background for their list, I feel that mixing the list with the window background wouldn’t look that great once you got a huge list with a scrollbar. I like my lists properly distinguishable so that I’m aware that I can actually scroll.
  • Consistent arrow icons

Here’s a quick mockup:

Animated gif to show the difference between your existing design:
testsesteset_difference.gif

Anyhow, so far you’ve done an amazing work !
I wish the best for your recovery and I really hope your design gets officially integrated into Unreal Engine :slight_smile:

@EXGAMESADRENALINE this is so pretty!! I want to hug u xD
Please Epic add this <3

One thing I dont like in the actual UI is the size of some button, like the buttons at the ToolBar.

Again, thanks EXGAMESADRENALINE :slight_smile:

In the placement browser, the categories “Basic”, “Lights”…etc are extensible, users can make plugins add additional categories, and ideally in the future users will be able to customize the list themselves for their games without code. That is currently the reason it’s a vertical list, if it becomes horizontal, there’s no room to extend it, unless it all just overflows into a dropdown, which isn’t ideal.

Im actually surprised people are still using those, with the ability to show classes in the content browser or create custom categories I only very rarely use that menu. I actually think the modes menu is in dire need of an overhaul and its a shame that with the focus on the VR menu it wasnt even considered to make a better one for both uses.

I would much rather see painting/sculpting become a tool alongside translation tools and be more rather than using more modes which limit people to a small set of tools. Take the VR translation tools which allow you to move, scale and rotate easily without having to move between a specific context explicitly, obviously specific contexts can be useful but it can limit the flow of the UX.