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Widget Blueprints improvements (create a better HUD)

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    Widget Blueprints improvements (create a better HUD)

    What is the recommended way to implement a good looking HUD?
    I'm trying with widget blueprints but it is far too primitive.

    so unless I'm using something deprecated this is a feature request, something like html/xaml would be good.
    Frankly I have no idea how do other people achieved great looking hud with these tools

    #2
    UMG is actually pretty good if you use it the right way. My UIs are always made with UMG because it's easy and the result doesn't look to bad, even if you get to the own styling (changing textures of buttons and stuff).. To make real diamonds, learn Slate!
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      #3
      HTML and XAML won't make your HUDs look any better. Those are just markup languages. If you're skilled in those technologies and interested in using them to make your UIs there are 3rd party options like BLui and Coherent.

      At the end of the day for any UI technology - it's all in the art and application of it, be it defined through markup and CSS, or done in Photoshop and Materials.

      When it came to UMG I opted for a design with no markup - I don't think it makes the UI creation something approachable to anyone but a programmer, and I've never heard of a game project with too many UI programmers
      Last edited by NickDarnell; 02-09-2016, 04:31 PM.

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        #4
        Originally posted by MaxiHori View Post
        What is the recommended way to implement a good looking HUD?
        I'm trying with widget blueprints but it is far too primitive.
        Where is UMG limiting you? You can achieve almost anything with UMG. There are some technical limitations that are annoying if you need specific features (like rendering 3d objects on the UI or blurring one widget below another widget), but apart from that, you can use UMG to create any UI you like to have. It's easy to use and very powerful, and in my opinion its one of the best features of UE4
        Easy to use UMG Mini Map on the UE4 Marketplace.
        Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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          #5
          There are a couple of small features I would like.

          1. (I'm not sure if this is possible now) Get the x and y coordinated of a widget even if it is a child of a horizontal box for example.
          2. I would really like to be able to bind and drive the data of the animation key frames with variables.
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            #6
            Originally posted by John Alcatraz View Post
            Where is UMG limiting you? You can achieve almost anything with UMG. There are some technical limitations that are annoying if you need specific features (like rendering 3d objects on the UI or blurring one widget below another widget), but apart from that, you can use UMG to create any UI you like to have. It's easy to use and very powerful, and in my opinion its one of the best features of UE4
            Rendering 3D objects would be amazing (without having to deal with render targets), I wish they would implement that.

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              #7
              Originally posted by Nick Darnell View Post
              When it came to UMG I opted for a design with no markup
              I'm not sure if I understood.
              when I'm talking about widget blueprints I mean this: https://docs.unrealengine.com/latest...nts/index.html

              are you saying that you make the entire UI through C++ like by using the Draw method on coordinates etc ?

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                #8
                Originally posted by John Alcatraz View Post
                Where is UMG limiting you? You can achieve almost anything with UMG.
                I don't know what you mean with UMG. I'm talking about widget blueprints that I think it is the recommended way to do UI in ue4.
                As far as I can tell I'm limited to what I can see from the UI editor, which means a few components with a few properties each.
                If you compare it to any other markup language it is seriously lacking.

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