
Break down the example to guide building a screen-space UI and a 3D world UI in Unreal Engine 5, with blueprints, 3D widgets, and interactive buttons that change the menu.
Develop an interactive menu in Unreal Engine 5 by creating a project, adding a third person character with blueprints, and exploring gameplay on maps with camera, jump, and collision.
Map a menu button in Unreal Engine 5 by adding an input and creating an action mapping in the input settings, then bind the F key to open the menu.
Create a framework folder with a game mode blueprint, a UI hud blueprint, and a character blueprint, then configure a demo map and set the game mode for menu.
Explore creating an interactive menu in Unreal Engine 5 by setting a target point for teleportation, routing input to move the player, and activating a dedicated menu camera.
Build an interactive menu in Unreal Engine 5 using the UMG widget blueprint, create a character menu with canvas, boxes, images, and buttons, and display it to the player.
Enable the mouse cursor and set the input mode to UI to interact with the menu widgets, then restore game input when closing the menu.
Create reusable UI buttons by encapsulating them in a widget blueprint, bind text via an editable variable, and dispatch click events to build modular Unreal Engine 5 interfaces.
Create an orb blueprint to populate the interactive menu in Unreal Engine 5, modeling spheres, setting pivot, adding a billboard material, enabling collision, and triggering orb appearance when artifacts button.
Explore spawning orbs around the main character in Unreal Engine 5 using polar coordinates, converting to x and y with radians, and setting center, radius, and item count.
Attach orbs to an anchor actor in Unreal Engine 5 to control their movement, using a target point, world rotation, and end of loop rotation to orbit the anchor.
Identify each orb with an id variable in blueprints, display it in the widget, and use an event dispatcher to broadcast the selected orb's id to listeners.
Rotate the orb menu by computing 360 degrees divided by item count, rotate the parent to the selected orb, and update the current active item using a real angle variable.
In this Unreal Engine 5 lecture, learners implement smooth idle orb rotation around the player's character using delta time, an anchor point, and a configurable rotation speed.
Learn to manage orbiting orbs in Unreal Engine 5 by toggling a rotating state, ensuring valid anchoring, stopping rotation on selection, and planning a dedicated class for complex animations.
Learn to implement an orbs container class in Unreal Engine 5 that creates and manages orbs, attaches them to a scene component, and animates them with timelines.
Learn to build an orb selection system in unreal engine 5 by using an orb container, timelines, and sequences to control relative and parent rotations for accurate target alignment.
Create an artifact submenu in Unreal Engine 5 that opens from orb selection, uses a six-button uniform grid, and animates its appearance before returning with backspace.
Create a looping bobbing animation for the orb in Unreal Engine 5 using a blueprint timeline, adjusting a scene component’s relative location with an alpha-driven value.
Learn to switch camera settings with each menu option in Unreal Engine 5, using a blueprint structure and enum to manage attributes, weapons, and artifacts.
Develop and implement a blueprint-driven menu in Unreal Engine 5 that hides orbs and item containers (artifacts and weapons) when switching options, using show/hide functions, valid reference checks, and sequencing.
Explore wiring a set menu animation to reflect option changes, assign animation assets, and update the character state within the widget-driven menu system in Unreal Engine 5.
Modify the menu's graphical background using a mesh with inverted normals, an opaque backdrop, stars, and a white-to-black gradient, then harmonize elements through substance and Celtic sauce.
Learn to create and blend cloud textures and meshes for Unreal Engine 5, including background cloud setup, sphere-based depth, texturing, and exporting to Unreal materials.
Create an opaque background material in Unreal Engine 5 by texturing and color-multiplying, then implement a background blueprint with cloud layers, one translucent and one fake, using a duplicated mesh.
Create colored cloud textures in Unreal Engine 5 by mixing multi-texture channels or single textures, adjusting pan speeds and colors, and applying gradient, grayscale, RGB split, and alpha for clouds.
Make the mesh UVs by applying a gradient texture to a Lambert material, adjust scale and mirroring, and test in Unreal for a translucent unlit look.
Develop a front cloud material in Unreal Engine 5 by layering three clouds with high, mid, and low contrast, using gradients, panning, and a material instance workflow.
Adjust textures and lighting to fix cloud texture spots in Unreal Engine 5. Apply gradients, blend modes, levels, blur, anisotropic noise, and a glow to achieve a believable starfield.
Create and tune a star particle system in Unreal Engine 5 using a Niagara emitter, crafting a star material with color multipliers, random lifetimes, sizes, and twinkle via dynamic parameters.
Refine the background in unreal engine 5 by tuning star fields and moving clouds, adjusting opacity and color, and using blueprint placement on the map for front-to-back layering.
Develop the ring texture and material by building two spinning spherical lenses, using substance textures, noise, blur, and trapezoid adjustments to create irregular evolving patterns that resemble the reference.
Develop the ring noise and material for Unreal Engine 5 by tweaking noise textures, colors, and glow on an instanced material and particle system, including rotation and testing.
Learn how to apply a glow effect to a Niagara system in Unreal Engine 5 by tweaking materials, particle radius, density, and additive color to achieve a balanced, dynamic glow.
Design and implement a ring spawn texture and material in unreal engine 5 by texturing with noise, varying levels, and multiple materials to achieve a disintegrating flare with sparks.
Design a flare texture for an Unreal Engine 5 particle system by tuning dynamic parameters, curves, scale, rotation, noise, glow, and blend modes to achieve a nuanced, layered effect.
Develop a flare emitter in Unreal Engine 5 by building materials, textures, and color channels to create a vivid centered flare with sparks and refined timing.
In this lecture, you configure flare stars and sparks in unreal engine 5 by adjusting velocity and color, creating transparent materials, and implementing blueprint-based selection with local space.
Analyze button styling for an unreal engine 5 menu by referencing a game like Genshin Impact, focusing on normal and hover states, text color, transparency, and button composition.
Block out the button in unreal engine 5 by using tiles and a size box to control width and height, then prepare hover-ready visuals with masks.
Create and refine button masks for an interactive menu in Unreal Engine 5 by isolating symbol elements, building borders, and applying red, green, and blue channel masks for glow.
Develop an interactive arrow button in Unreal Engine 5 by using masks in a translucent UI material, animating texture coordinates with a sine wave, and managing hover and press states.
Import fonts from google fonts, create font assets, and apply font families to ui text in unreal engine 5, then adjust color and hover effects for the menu.
Adjust button opacity and color in Unreal Engine 5 to balance text glow, improve arrow contrast, and tune hover states with white tones and material-based opacity.
Develop portrait textures for an Unreal Engine 5 widget by building circular masks and borders with shadows in Photoshop. Assemble avatar imagery from internet assets to populate the menu textures.
Build the avatar material by creating a widget blueprint with a size box, importing textures, and assembling an alpha mask to drive border and color in Unreal Engine 5.
Position the avatar button at the top with a placeholder widget and a material instance, wrapped in a size box for sizing. Adjust spacing and border opacity, then play test.
Create an avatar hover texture for Unreal Engine 5 interactive menu by adding a hover button, configuring opacity with a color parameter, and using a mask for clean tiling.
Add a hover button state for avatars by creating material instances, adjusting background opacity and fill color, and wiring a hover bar opacity parameter in the avatar UI widget.
Polish a character menu UI in Unreal Engine 5 by changing text, color, and font, and arrange stats with horizontal boxes to expose attributes like HP, attack, and defense.
Create a decorated exit button texture for Unreal Engine 5 by designing with shapes, strokes, shadows, and color overlays in Photoshop, then export for use in the menu.
Create an exit button widget by styling it as an image, setting 80 by 80 sizes (60 by 60), and applying anchors, alignment, padding, and spacers for a proper interface.
Add a shadow to the exit button by layering an overlay and image in the widget, creating a visible shadow that enhances the button’s depth and clarity.
Create and style a switch button in Unreal Engine 5 by aligning it in a vertical box, applying a rounded rectangle with inner and outer shadows, and importing UI assets.
Design a distinctive menu symbol for Unreal Engine 5 by building a symmetrical icon in Photoshop, applying shapes, bevel, layers, shadows, and masking to achieve depth.
Create a menu symbol in Unreal Engine 5 by creating a material, configuring masks and shadows, and integrating it into a UI widget blueprint.
Create an extra menu button in Unreal Engine 5 by forming an outer ring with an inner ring and four rounded squares, then apply strokes and color overlays.
Learn to create an extra menu widget in Unreal Engine 5 by importing a custom button, styling icons, sizing to 64 by 64, and implementing hover, pressed, and shadow effects.
Create an item button texture mask for the Unreal Engine 5 menu by designing the icon, artifact, background, and stars in Photoshop.
In Unreal Engine 5, test the first version of the item color by creating a UI item mask and material, then apply a style to the artifacts menu with icons.
Create a stylized icon by copying silhouettes, meshing shapes, and painting with brushes to exaggerate structure. Build from silhouette to shading, focusing on contrast, borders, and edge clarity.
Refine icon values by polishing a black-and-white painting, adjusting the background, and sharpening silhouettes for clean edges. Learn value-based painting, light and shadow, and color planning for later use.
Learn how to paint an icon using a clipping mask and color blending to apply layered blue and yellow tones, adjust saturation and highlights for a polished final look.
Import a UI texture, apply it by updating the material instance, then edit the icon in Photoshop and import PNG via content browser using a mask and alpha.
Create a new item widget in Unreal Engine 5, organize icons into an items folder, and build the widget with a size box, overlay, and image to control layout.
Resize the artifact menu widget with size boxes and adjusted button dimensions for a cleaner layout, and set the image to not hit testable to allow clicks.
Adjust textures and text placement in Unreal Engine 5 by resizing images, applying transforms, and exporting separate PNG assets for menu items to ensure consistent UI sizing.
Arrange a widget with a grid canvas in Unreal Engine 5 to align avatar, text, image, and star ratings within a panel, using columns, rows, and padding.
Polish the avatar background texture by using substance designer to create a clean alpha mask for the avatar button, then export the mask to update avatars.
In Unreal Engine 5, create a material instance for the avatar on an artifact item, adjust the border color and widget padding to size the avatar image.
Create a star texture in Unreal Engine 5 using Substance, adjust blur with a histogram scan, export as PNG, import as UI item, and apply a masked opacity material.
Scale the item widget by 1.5x, adjust text and icons, and remove the size box by replacing it with a child to ensure consistent Unreal Engine 5 menu sizing.
Export the high-resolution item texture and import it into unreal engine 5. Create a widget blueprint named w icon item and place the full-size icon in the ui.
Add the widget to the orb blueprint as a child of the rotating scene component in the artifacts menu, adjust its size, and configure rotation so it faces the player.
Make a widget orb always face the player camera in Unreal Engine 5 by updating world rotation. Use get world location and get camera location to compute the rotation.
Polish the menu by changing the character, remove stray numbers, and fix bugs, including the animation still playing when pressing F to return, completing the tutorial with a refined build.
Hide the in-game debug numbers by editing the blueprint, compile and test for errors, remove the next render, and polish the menu in Unreal Engine 5.
Import a new anime girl character, migrate assets safely into the content folder, and wire its animation blueprint while updating the character menu state and camera settings.
Rotate and reposition the directional light to fix the menu lighting, detach it from the player, and save a state so changes persist when returning to the menu.
Add return to main menu button logic for the artifacts menu and fix submenu animation triggers by binding the artifacts submenu finish event, guard the submenu state to prevent resets.
Develop a smoother Unreal Engine 5 menu by tracking states with an enum, preventing replay in the same state, and managing transitions between artifacts, weapons, and the character menu.
Polish the camera behavior after closing the menu by resetting the control rotation to keep the camera behind the character, ensuring consistent pitch and forward direction.
Made by UNF Games, the first course taught by 3 veterans in the game industry is now available in Udemy.
In this course you will learn how to create a complete Game Feature in Unreal Engine 5 using the Style of Genshin Impact.
This course is not about showing you one part of game development, is about showing you the complete picture.
You will learn Blueprints, Niagara, Materials, UI and how to make them work together to create an entire Game Feature.
UI is one of the most least overlooked topics on Game Development and almost all games have one. To make a great UI is all about User Experience and that can make the difference between someone liking or disliking your game.
Learn Blueprints:
You will learn the best practices used by professionals in Game Dvevelopment to create Widgets and organize them to create any kind of UI. Not only that but you will learn Blueprint Communication and connect your Gameplay with the UI creating a great User Experience.
Learn Niagara and VFX:
You will learn how to decorate your Menu using Niagara and learn Materials to create magical effects. Niagara is one of the most important features in Unreal Engine and learning it can give you a huge advantage to make your games stand out from the croud.
Learn to make UI Art:
You will learn how to decorate your widgets using Photoshop to create nice and stylish themes for your UI and enhance the User Experience.