Курс по изучению Unreal Engine Урок 8.1 - Основы работы с виджетами и создание мини игры

Курс по изучению Unreal Engine Урок 8.1 - Основы работы с виджетами   и создание мини игры03:08:46

معلومات تحميل وتفاصيل الفيديو Курс по изучению Unreal Engine Урок 8.1 - Основы работы с виджетами и создание мини игры

المؤلف:

Developer Nikk

تاريخ النشر:

11‏/5‏/2025

المشاهدات:

404

الوصف:

At 00:00 the instructor opens the lesson, then at 00:12 explains why a custom UI is essential. By 01:09 the students are ready to work with widgets, and at 01:40 the HUD class is introduced. The lesson continues with creating a new level for the main menu at 03:34, adding a Create Widget node at 06:30, and building the first widget at 07:27. The instructor covers key widget rules at 07:50, the Designer menu at 09:38, DPI scaling at 11:00, and layout panels such as Canvas Panel at 13:48 and Text Block at 14:58. Anchors and alignments are explained at 16:05 and 19:49, and the first widget is displayed on screen at 21:02. The session then moves to UI components: Vertical Box at 21:59, Button at 22:49, and polymorphism in widget architecture at 23:29. A custom button class is created at 24:11, and variable control in the graph is shown at 25:32. Menu buttons are added at 29:25, configured at 31:15, and programmed at 33:37, with functionality implemented at 36:42. A GameMode for the main menu is created at 39:30, and input is disabled during the menu at 40:41, re‑enabled during gameplay at 42:53. The instructor summarizes the main menu creation at 44:00, then plans gameplay widgets at 46:09, builds a gameplay widget at 46:45, and creates a universal Progress Bar class at 48:12. The Progress Bar layout is designed at 48:55, its logic programmed at 53:37, and a character widget is added at 58:10. The gameplay widget is laid out at 01:05:34, a character icon is created at 01:08:16, and the widget is tested at 01:11:55. The progress bar is refactored at 01:13:08, and the gameplay widget logic is prepared at 01:15:43. A hunger component is created at 01:16:41, tested at 01:27:46, and its update logic is implemented at 01:29:36, with refactoring at 01:37:16. Items for interaction are created at 01:38:30, tested at 01:41:12, and the widget update on game start is set at 01:42:47. A training widget is designed at 01:45:22, and its visibility modes are handled at 01:57:49. The training widget logic is triggered by a key press at 01:58:34, and training points are managed at 02:07:27, updated at 02:09:44, and buttons added at 02:12:24. Training is activated by button clicks at 02:13:50, tested at 02:22:11, and character attribute initialization is fixed at 02:23:33. Final training tests occur at 02:26:34, and a death widget is created at 02:27:21. Animation for the death widget is made at 02:31:03, death logic is implemented at 02:33:18, and tested at 02:36:21. A food model is downloaded from Sketchfab at 02:37:09, and the food spawner is created at 02:41:20, tested at 02:45:46, and the mini‑game is built at 02:46:23. Collision issues are fixed at 02:47:03, final refactoring of items occurs at 02:47:38, and game balance is set at 02:48:27. The mini‑game concept is discussed at 02:55:09, balance polishing at 02:55:19, a victory zone is created at 02:57:01, a victory widget at 02:58:05, and its logic tested at 02:59:47. The instructor attempts to finish the game at 03:00:36, 03:02:09, and 03:04:15, reduces difficulty at 03:05:54, completes the run at 03:06:10, and concludes the lesson at 03:08:33.