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How to use a 3D object as a Menu option using gamepad

Hello guys. Do you know how to create a menu like this one: https://www.youtube.com/watch?v=aO7_rrKwnGQ I know how to create the 3D text and use the camera control, but I don't know how to use these objects as a menu, and use the gamepad to control that. Using Blueprints (if possible). If anyone can help I really appreciate that.

Product Version: UE 4.10
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asked Jan 31 '16 at 03:23 AM in Blueprint Scripting

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avatar image te4zer Jan 31 '16 at 01:29 PM

It depends on the little details you want to have. There are 2 ways overall to make this (you obviously have to set a camera in a level where you want your menu to be)

The hard but nice wy would be to create those l*etters as actors, animate them and build a menu out of structuring the actions* on it.

The easy but somehow less nice way (but often good enough) is the following. While you CAN NOT move the camera in start screen and it doesn't move on its own, try to simply make it as 2D UI You can make an real UI for this with gifs and texture.

Example: https://www.youtube.com/watch?v=_LhCKSbGlYY

Sorry for not adding a blueprint,

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I created this one: (check out the first couple seconds) in-game HUD using the following method:

Gamepad input: I've created a 'Menu Player Controller' that is used during levels where only menu stuff is happening. so in this controller, I've included the input actions for gamepad input. meaning, in your input, you can bind gamepad input to new actions like 'cycle up' 'cycle dn' and 'select' or 'back'. With these input events, I trigger in-game menu actions to occur.

The menu: each menu or column of buttons is it's own actor. so there's a main menu, single player menu, multiplayer menu, etc. each of those actors has a variable 'current button selected' of type integer. when a player 'cycle's up' or whatever, the integer is incremented or decremented depending on the button, and then a common function was built to resets all button states, and highlights the current button selected.

Button floaty: I haven't used floaty in a sentence for a very long time, and was suddenly pleased by this, so I will include this link as well: Floaty. But to float a button mesh, you can use a timeline. in your timeline create an 'Alpha' curve that pings between 0 and 1, and loop this timeline. then, use this alpha to drive a lerp that controls your button mesh position.

Camera switching: just place a couple cameras in your level where you want your menus to be, and use 'Set view target with blend' node to pan between cameras depending on how you trigger things with your input.

You may want to explore each one of these concepts individually before combining them into a single case.

Good luck, and post any blueprints or questions in your process!

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answered Jan 31 '16 at 03:16 PM

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