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How to Create a Custom User Interface in Unreal Engine

Edited 4 hours ago by ExtremeHow Editorial Team

Unreal EngineUser InterfaceUI DesignUMGHUDBlueprintsGraphicsWidgetsUXInteractive Design

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Creating a custom user interface (UI) in Unreal Engine can greatly improve the user experience of games and applications. Unreal Engine provides a robust framework called UMG (Unreal Motion Graphics) that allows game developers to design and implement interactive UIs. In this guide, we will walk you through the process of creating a custom UI in Unreal Engine.

Understanding the basics of UMG

Unreal Motion Graphics (UMG) is the visual UI system within the Unreal Engine. UMG enables developers to create UI elements such as buttons, text labels, sliders, and more. Through the use of Blueprints and C++, developers can easily integrate UMG widgets into their game projects.

The foundation of UMG is the UI widget blueprint. In Unreal Engine, a widget is a basic building block for creating a UI. Each widget represents an individual component of the user interface, such as a button or text box.

Set up your project

To start creating a custom UI, we first need to set up our project. Open Unreal Engine and either create a new project or use an existing one. Make sure to select the desired settings for your project, such as the target platform and graphics settings.

Creating a UI widget blueprint

  1. In the Content Browser, navigate to the folder where you want to create your new UI widget. Right-click in the Content Browser and choose User Interface → Widget Blueprint. Name your widget “MainMenuWidget” or something descriptive.
  2. Double-click the newly created widget to open the Widget Blueprint editor. Here, you can design and customize your UI layout.

Designing the UI layout

There are three major areas in the Widget Blueprint editor: the Hierarchy panel, the Designer tab, and the Graph tab.

Hierarchy panel

The Hierarchy panel displays a tree view of all the widgets in the UI. You can use this panel to organize and manage the widgets that make up your interface.

Designer tab

The Designer tab is where you physically arrange your widgets on the canvas. You can drag and drop widgets from the palette onto the canvas to begin building your interface. Widgets available in the palette include:

Graph tab

The Graph tab is used to create logic using blueprints. Here, you can define how widgets behave in response to user interactions. For example, when a button is clicked, you can specify what actions should occur.

Creating a simple main menu

1. Design of the main menu

In the Designer tab of our widget, let's create a simple layout that includes a title and a Start button:

  1. From the palette, drag the Text widget onto the canvas. In the Details panel, set the Text property to “Main Menu”.
  2. Next, drag the Button widget onto the canvas below your text. Within the Button, drag another Text widget and set its text to "Start Game."

2. Handling button interactions

Now, we want to define what happens when we click the “Start Game” button. To do this, go to the Graph tab.

  1. In the Graph tab, select the button in the hierarchy. In the Details panel, scroll to the Events section and click the + next to OnClicked to create a new event.
  2. This adds an OnClicked node to the event graph. From here, you can define the logic that happens when the button is pressed. For example, you can load a new level using the node “Open Level” and specifying the name of the level you want to load.

Implementation of UI functionality in C++

For those familiar with C++, Unreal Engine allows creating and manipulating UMG widgets programmatically. Below is an example of creating and displaying a widget using C++:

#include “MainMenuWidget.h” #include “Blueprint/UserWidget.h” // Function to create and add widget to viewport void AYourGameMode::BeginPlay() { Super::BeginPlay(); // Check the widget class is valid if (MainMenuWidgetClass != nullptr) { UUserWidget* MainMenu = CreateWidget (GetWorld(), MainMenuWidgetClass); if (MainMenu != nullptr) { MainMenu->AddToViewport(); } } }

The above code creates a widget during gameplay when the BeginPlay method of GameMode is triggered. You need to make sure that MainMenuWidgetClass is a valid reference to your widget blueprint.

Adding interactivity to your UI

In addition to pressing buttons, you can make your UI more dynamic by responding to other types of input. Below are some common interactive elements you may want to include:

Sliders

Sliders are useful for settings such as volume control. You can capture the value of a slider and apply it to the audio system. The example below shows how to handle changes to a slider:

// Event to change game's master volume void UMyGameInstance::OnVolumeSliderChanged(float Value) { // Assumes Value is in range [0.0, 1.0] UGameplayStatics::SetSoundMixClassOverride(this, SoundMix, SoundClass, Value, 1.0f, 0.0f); }

Progress bars

To show the game's progress, use a progress bar. For example, if you have a loading screen, bind the progress bar to a variable that updates as the loading process goes on:

// Tick function to update progress bar void ULoadingScreen::NativeTick(const FGeometry& MyGeometry, float InDeltaTime) { Super::NativeTick(MyGeometry, InDeltaTime); // Assume LoadProgress is updated elsewhere ProgressBar->SetPercent(LoadProgress); }

Improving the user interface

Once your UI is functional, turn your attention to aesthetics. An attractive user interface can improve the user experience. Here are some tips:

Style

Use the Details panel to modify properties such as font, color, and size for text and buttons. For more advanced styling, consider using stylesheets through Slate, Unreal's UI widget library.

Animation

To animate UI elements, use the Animations panel. Animations can draw attention to specific elements or provide feedback for user actions. For example, you might want a button to change color when you hover over it.

Test your UI

Testing is important to ensure that your UI works as expected. Test your project regularly to check for issues and make necessary changes. Get a variety of feedback by testing with different users.

Conclusion

Creating custom user interfaces in Unreal Engine using UMG can greatly enhance the player experience. Whether you are designing a basic main menu or a complex in-game HUD, it is essential to understand the basics of UMG and incorporate interactivity using Blueprint or C++. With practice and experimentation, you can develop intuitive and visually appealing interfaces that complement your game.

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