Menu to Pick your Character  - User Interface for Unreal 5.5 New Series - UE5 UI

Menu to Pick your Character - User Interface for Unreal 5.5 New Series - UE5 UI

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Menu to Pick your Character - User Interface for Unreal 5.5 New Series - UE5 UI
Adding a new menu, when the character spawns, to choose your character. This introduces a chose between the Manny and Quinn characters in a single character setting. This tutorial is a little bit longer than my typically tutorials, let me know if you prefer this longer format in the comments! Written Commands: Open BP_ThirdPerson Character Create Custom Event ‘Swap Character’, Add Inputs SelectedCharacter type Integer Save Create New User Widget in Assets: WBP_CharSelect Canvas Panel Text: Manny (Anchor center, x:-140, y:-18, sizeX:100, sizeY:30, Justify:Cen, Behavior Not Hit-Testable) Text: Quinn (Anchor center, x:40, y:-18, sizeX:100, sizeY:30, Justify:Cen, Behavior Not Hit-Testable) Text: Select Your Character (Anc cen., x:--48 y:-48, sizeX: 100, sizeY:30, Justify:Cen, Behavior Not Hit-Testable) Manny Button (Anc cen, x:-150, y:-15, sizeX:120, sizeY:30, Events:OnClicked) Quinn Button (Anc cen, x:30, y:-15, sizeX:120, sizeY:30, Events:OnClicked) Go to Graph, On Clicked Quinn - Cast to BP_ThirdPersonCharacter Get Player Character (leave index 0) to plug into Object for cast Pull off Cast and call custom Swap Character event Connect blue pin from Cast to Swap Character, leave Selected Character as 0 On Clicked Manny - Cast to BP_ThirdPersonCharacter Get Player Character (leave index 0) to plug into Object for cast Pull off Cast and call custom Swap Character event Connect blue pin from Cast to Swap Character, change Selected Character to 1 Save & Compile Open the BP_ThirdPersonCharacter again Create Custom Event ‘CharacterSelect’ Create Widget, Set Class to WBP Char Select Pull off return and promote to variable: Char Select WBP Pull pin off to Add to Viewport Set Input Mode Game and UI Player Controller is Get Player Controller (index 0) In Widget to Focus is Char Select WBP (Hid Cursor During Capture is checked (doesn’t matter)) Set Show Mouse Cursor (check box) Target is Get Player Controller (index 0) Pull pin to Set Game Paused Between Event and Create Widget, insert Validated Get for Char Select WBP - Is Not Valid is this stream Can also consider doing a validated get for the Main Menu (WBP menu) to make sure this menu isn’t active when this function is called If not valid - move to validated get for Char Select WBP If is Valid: Remove from Parent Set Main Menu as void Set Input mode game only (player Controller is get Player Controller 0) Set Show Mouse Cursor (unchecked) target: Get Player Controller (index 0) Set Game Paused (unchecked) From Swap Character create a branch Set the branch to 0 == selected character from custom event True Pin goes to Set Skeletal Mesh Asset (mesh connected as target) New Mesh set to SKM_Quinn False from Branch goes to another Branch Set the branch to 1 == Selected Character from custom event True pin goes to Set Skeletal Mess Asset (mesh connected as target) New Mesh set to SKM_Manny False goes to Print String (incorrect selection) which should never happen All three branches then merge to Remove from Parent Target is Char Select_WBP Set Char Select WBP to null Set Input Mode Game Only (Get Player Controller (index 0)) Set Show Mouse cursor (unchecked) Get Player Controller (index 0) Set Game Paused (unchecked) Go to Level Blueprint Event Begin Play Cast to BP_thirdPersonCharacter (get player character index 0) Call Character Select BP_thirdPersonCharacter as target