You already know how to create UI, now learn how to master it.
You already know how to create UI, now learn how to master it.
In this course, you will learn advanced techniques to use the Unreal Widget Blueprint system to create UI (User Interface) for your games and applications. These are the same user interfaces that you see in popular games such as Skyrim, Madden NFL, Hogwarts Legacy, and Final Fantasy. These menus also mimic the menus that I use to create visualization applications at a Fortune 500 company, and are proven techniques. It is vitally important for any Unreal developer to understand how to create more advanced menu systems using the widget blueprint system. By the end of this course, you will have the knowledge and expertise to be able to create complex, data driven menus, utilize advanced rendering techniques, and create virtually any kind of menu within your own games and applications. You will also have developed an advanced dynamic inventory system inspired by The Elder Scrolls Skyrim.
This course is a an advanced course for those who already know the basics of the Unreal Widget Blueprint system. It is targeted at Unreal Engine users who have at least a basic understanding of widgets, though you will be able to follow along no matter what level you are currently. We will not be going over how to download and install the Engine or general navigation of the Editor, nor will we be going over how to create or display a widget. However, you will master how to design and program advanced widgets within the Widget Blueprint Editor.
A quick primer for the course. Please make sure to download the project files attached to this lesson in order to follow along. Download AdvancedWidgets427.zip for Unreal 4.27 files, or AdvancedWidgets52.zip for Unreal 5.2 or higher.
The Infinity Blade packs are no longer available from Epic, so download those as well and put them in the projects Content folder. If you have already opened the project, you may need to delete the Binaries, Intermediate, and Saved folders from the project and restart.
How to make the most out of this course.
What is object-oriented programming and how does it relate to Unreal and widgets?
User Created Widgets are an important facet of widget creation and should be well understood before creating a menu.
Learn the importance of dynamic menus and the basic concepts of how to create them.
What are data tables and structs, and how can they be used to create data driven widgets?
How to write a quick C++ script that will import data at runtime.
How to parse data from a file at runtime in order to utilize it to create data driven widgets.
The importance of the Asset Registry and how it can be used to drive automation and build widget systems.
Walking through an example of a data driven widget system.
How to override widget events and functions, and why you might want to do so.
Creating a drag and drop action.
What is the Preconstruct event and how can it be utilized within widgets?
How to map a controller to widget menus.
Binding widget events such as OnClicked and OnHovered from outside of a widget.
How to create Editor Widgets and what they are used for.
What is a responsive menu and why is it important?
How to create and interact with 3D widgets.
How to create and implement UI materials.
Creating a render target texture and using it in widgets.
Learn about the Retainer Box and how it can be used to create widget special effects.
Creating alpha masks to mask widgets.
Using image sequences to drive complex animations in widgets.
An introduction to the inventory system project and setting it up. These free asset packs used in this lesson will need to be downloaded from the Epic Games Launcher Marketplace:
Windwalker Echo
Infinity Blade: Grass Lands
Infinity Blade: Props
Infinity Blade: Weapons
Food Pack 01
Creating the item system using inheritance, which will allow for item interaction.
In this section we will create the 3D pickup widget, which will show up when the player gets close to a pickup object.
We will create the Inventory Item and main Inventory widgets.
We will create and set up the stat widgets.
We will create and set up the Inventory Type widgets.
We will create and set up the Overencumbered widget.
We will create all of the main Inventory Menu functions and variables.
We will set up the inputs for the main character blueprint using the Enhanced Input plugin.
We will initialize the widgets and create a script which will get the closest item to the character.
We will make a few last changes and finish up the character blueprint.
We will design and set up the inventory section of the main inventory widget.
We will design and set up the description section of the main inventory widget.
We will design and set up the bottom menu of the main inventory widget.
We will create the functionality that will control what happens when you switch between a gamepad and a keyboard.
We will program what happens when an item is added to the inventory.
We will program the function that populates the inventory scroll box with inventory buttons.
We will program the function which updates the characters total weight.
We will program what happens when the player favorites an item.
We will create the functionality for what happens when the player drops an item.
We will determine what happens when an Inventory Item button is clicked.
We will determine what happens when a user filters the inventory using the Item Type buttons.
We will script some necessary actions which happen when the inventory is opened.
We will finish up the main inventory.
We will create the 3D Item which appears above the description section.
We will debug a few issues with the scripting.
We will populate the world with items and finish up the course!
Enjoy this course? Go back and watch the first of the series - Unreal Engine: Creating Widgets for UI. Available now on Udemy!
https://www.udemy.com/course/unreal-engine-creating-widgets-for-ui/?referralCode=3A5DC6A4CDE255FB3D94
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