WEBVTT

00:06.830 --> 00:08.000
Welcome back.

00:08.090 --> 00:11.960
In this video, we're going to polish up our attribute menu just a bit.

00:12.230 --> 00:19.530
Now, there are a few things I'd like to polish, mainly the look and feel of it, as well as the sounds.

00:19.550 --> 00:25.940
Usually buttons are accompanied by sounds and games When you hover over the button and hover off of

00:25.940 --> 00:28.070
the button, there's usually a sound.

00:28.070 --> 00:29.720
When you click it, there's a sound.

00:29.720 --> 00:35.360
So we're going to take care of those types of things with our button widget class as well.

00:35.480 --> 00:44.180
So the first thing I'd like to do is make some tweaks in the overall look, and this will be for our

00:44.180 --> 00:48.860
attribute menu, of course, but we can also tweak any other widgets as we see fit.

00:49.040 --> 00:54.950
Now I'm going to close all my tabs for now though, and open my UI folder in blueprints.

00:55.940 --> 00:58.700
And get my attribute menu open here.

00:59.940 --> 01:03.210
And I'm going to go ahead and start tweaking things here.

01:03.240 --> 01:07.500
The first thing I'd like to tweak is our background, these clouds.

01:07.530 --> 01:11.010
I think I'd like them to be a bit of a different shade.

01:11.010 --> 01:18.150
So I have my image background and it's set to this material, my flowing UI, BG.

01:18.900 --> 01:20.670
I'm going to browse to that.

01:20.940 --> 01:27.360
Now I believe we are only using flowing UI BG in the attribute menu.

01:27.390 --> 01:29.460
We're not using it anywhere else.

01:29.550 --> 01:34.620
So I think it's safe to just change this material itself.

01:34.710 --> 01:40.530
And I really just want to mess with things just a little bit.

01:40.530 --> 01:46.780
I'd like my cloud darkness a little bit darker, maybe something closer to 1.6.

01:46.800 --> 01:52.680
But of course, as we increase that cloud darkness, sometimes it makes things look a little bit less

01:52.680 --> 01:54.420
the way you want them to look.

01:54.450 --> 01:58.290
You see, this material is too noise, textures.

01:58.290 --> 02:01.450
One is panning to the left and one is panning upward.

02:01.450 --> 02:05.920
And if that cloud darkness is too dark, you can kind of see that.

02:05.920 --> 02:10.360
You can see what it's actually doing and not get that illusion of flowing smoke.

02:10.390 --> 02:12.310
So we have to be careful with that.

02:12.340 --> 02:15.610
Now, I'd like the color to be a little bit more on the blue side.

02:15.610 --> 02:17.710
I'm going to bring it up to about here.

02:18.560 --> 02:21.580
And that helps a little bit.

02:21.590 --> 02:24.980
But we can also change the speed at which things are panning.

02:25.010 --> 02:28.250
I'd kind of like this to be a little bit slower.

02:28.520 --> 02:32.990
So instead of pointing 018, I can use 0.015.

02:34.690 --> 02:39.250
Or even less 0.01 for each of these panning speeds.

02:39.370 --> 02:46.570
We can also change the scale of this noise because looking at it here in the attribute menu, if the

02:46.570 --> 02:52.450
clouds are too small or tiled too much, we can notice they actually look pretty good right here.

02:52.480 --> 02:54.310
Let's see how they look in game.

02:56.220 --> 02:56.760
Already.

02:56.760 --> 02:58.620
I'm kind of liking it better.

02:58.620 --> 03:00.440
I think it's a little bit dark now.

03:00.450 --> 03:03.600
So in our widget itself, we have a tent.

03:03.600 --> 03:05.100
I can bring that up.

03:10.600 --> 03:13.750
So checking that out, it looks pretty good.

03:18.750 --> 03:22.040
Now, I mentioned changing the scale of the texture.

03:22.050 --> 03:30.120
For that, we can go into the material that it's based on the parent and opening that up and this is

03:30.120 --> 03:34.410
M flowing UI, BG so we can change this material.

03:34.410 --> 03:39.540
I don't think anything else is based off of it, but we can just make sure we can look at our health

03:39.540 --> 03:39.810
globe.

03:39.810 --> 03:42.360
We see that it's based on M flowing globe.

03:43.310 --> 03:48.740
And same with our mana globe and our skills are based on the mana globe it looks like.

03:48.740 --> 03:52.390
So we can change m flowing globe if we like.

03:52.400 --> 03:59.030
Now the noise takes in a texture coordinate and if we change the texture coordinates tiling here, we

03:59.030 --> 04:00.800
can change what it looks like.

04:00.800 --> 04:03.890
It looks like the tiling is about 0.40.5.

04:04.010 --> 04:08.870
Now if we make this a smaller value, say 0.1 and 0.1.

04:09.880 --> 04:11.800
And we do this for both.

04:12.810 --> 04:14.610
Of these texture coordinates.

04:14.850 --> 04:19.080
We'll see that the smoke appears to be a little bit larger.

04:19.080 --> 04:22.530
And if we go into our attribute menu and take a look.

04:23.600 --> 04:25.790
We see that it looks quite a bit different.

04:25.820 --> 04:28.460
We can check it in the game as well.

04:29.590 --> 04:31.300
Now, that may be what you want.

04:31.330 --> 04:32.060
It may not.

04:32.080 --> 04:38.440
I'm thinking that I'll probably just put it back to where it was about 0.5 for each.

04:38.470 --> 04:39.880
Maybe 0.4.

04:39.910 --> 04:41.410
I think that's fine.

04:42.660 --> 04:46.290
I know one was 0.5 and one was 0.4, but.

04:47.020 --> 04:52.540
Actually now I'm seeing that it really looks tiled, so I may wish to change it back.

04:52.540 --> 04:53.680
But let's see.

04:55.150 --> 04:55.570
Now.

04:55.570 --> 04:56.860
I think it looks fine, actually.

04:56.860 --> 04:58.180
I'm okay with that.

05:01.500 --> 05:05.380
Okay, so we changed our background a little bit.

05:05.400 --> 05:07.650
I can close out of those materials.

05:07.770 --> 05:12.120
Now, another thing is I think the margins are a little small.

05:12.210 --> 05:19.840
I'd like this overall wrap box to have more padding, so I'm just going to experiment here.

05:19.860 --> 05:25.650
I'm going to change the padding from 40 to 50, see how that breaks things.

05:25.650 --> 05:33.570
And right away I'm seeing that the attribute points row and these attribute rows are now too wide.

05:34.080 --> 05:39.030
And if I search for row properties or just properties, I can change that box width.

05:39.120 --> 05:41.070
So it was 720.

05:41.100 --> 05:44.340
Now it looks like we need it to be about 700.

05:45.240 --> 05:51.360
So I'm going to set the box width for all of them to 700.

05:54.620 --> 05:56.920
Including our attribute points row.

05:58.610 --> 06:00.470
Now let's see how that feels in the game.

06:01.550 --> 06:03.230
I think that feels a bit better.

06:04.280 --> 06:04.820
Okay.

06:04.820 --> 06:09.080
And lastly, I'd like to just make sure my colors look good.

06:09.410 --> 06:17.810
I'd like the attributes title to be a slightly different color, so I'm going to take the text color

06:17.810 --> 06:23.000
and opacity and bring it a little bit more into almost an orange color.

06:23.090 --> 06:29.540
I want the value all the way up, saturation up a little bit, almost an orange peach kind of color.

06:29.780 --> 06:31.130
Something like this.

06:31.190 --> 06:33.590
Kind of a pale, almost a leather color.

06:34.180 --> 06:39.700
And then I'd like my primary attributes and secondary attributes to also be different.

06:39.730 --> 06:44.200
So I'm going to make them a little bit more of a pale sort of gold color.

06:45.100 --> 06:46.000
Like that.

06:46.000 --> 06:53.230
And I can actually drag this up to our saved colors here and then select my secondary attributes and

06:53.230 --> 06:54.460
choose that color.

06:55.280 --> 06:57.470
So now I have something that.

06:58.040 --> 07:02.810
Contrast with the background images and let's just playtest.

07:02.930 --> 07:04.460
I think that's looking better.

07:04.850 --> 07:09.440
I think I almost feel like my padding should be even smaller.

07:09.560 --> 07:12.290
I'm going to try 70.

07:12.320 --> 07:13.880
That might be too much.

07:13.910 --> 07:15.170
Maybe 60.

07:15.440 --> 07:20.300
And that means box width should be even smaller.

07:20.390 --> 07:22.370
Looks like about 680.

07:23.540 --> 07:27.050
So I'll go ahead and change those values yet again.

07:32.770 --> 07:34.690
And we'll see how this feels.

07:36.790 --> 07:37.510
Okay.

07:37.510 --> 07:39.970
I think this is looking pretty good.

07:40.910 --> 07:43.370
Okay, So visually, things are looking good.

07:43.400 --> 07:47.510
Now we're going to want to think about how to add sounds.

07:48.270 --> 07:52.180
Now it sounds in UI are usually associated with the buttons.

07:52.200 --> 07:55.560
If we click the button, if we hover the button and so on.

07:55.560 --> 07:59.340
And our buttons are mostly based on two classes, right?

07:59.340 --> 08:01.680
We have a button widget blueprint.

08:01.680 --> 08:07.920
If we go to UI button, we have a button and a wide button that's based on it.

08:08.100 --> 08:14.400
So let's open WP button and if we select the button itself, we have some events all the way down at

08:14.400 --> 08:16.280
the bottom of the details Panel.

08:16.290 --> 08:22.800
Now the only two that I'm really concerned with are on clicked and on hovered the rest I'm not too concerned

08:22.800 --> 08:23.520
about.

08:23.550 --> 08:26.820
You might wish to have sounds for all of these.

08:26.820 --> 08:33.180
I'm just going to use these two now there are events that are fired off when these things happen and

08:33.180 --> 08:37.470
if we click the plus, then we can implement those events here in the graph.

08:37.500 --> 08:44.880
Now I have on clicked, I'd like on hovered as well and I'm just going to play a couple sounds.

08:44.880 --> 08:49.090
So for on clicked I'm going to drag off and use play sound 2D.

08:49.750 --> 08:55.300
We don't need to play a sound at a location of course, and for the sound I'm going to go to my assets

08:55.300 --> 08:57.730
folder into sounds in UI.

08:58.700 --> 09:01.730
And we have some sounds that we can check out.

09:06.060 --> 09:09.590
So I like these sounds and UI button click.

09:09.600 --> 09:15.540
I'm just going to take one of them and just play it and see how things sound in the game.

09:15.540 --> 09:16.830
So I'm going to press play

09:19.770 --> 09:21.780
and that sounds pretty good.

09:24.410 --> 09:28.280
Now notice that Onclicked actually plays the sound when you release.

09:28.280 --> 09:32.330
So it's kind of the behavior you would expect for on released.

09:32.360 --> 09:33.290
Check it out.

09:36.490 --> 09:40.420
But usually when you click the button, you do so quickly like this.

09:42.340 --> 09:47.200
So it usually feels pretty responsive when you hear that sound when you release.

09:47.200 --> 09:49.090
So I'm okay with that behavior.

09:49.300 --> 09:51.400
Now, I think this should be a variable.

09:51.400 --> 09:56.860
I'm going to promote it to one and call this on clicked sound.

09:57.610 --> 10:01.750
And make it instance editable with the eye icon.

10:01.750 --> 10:06.820
And that way we could change this for any buttons that we're using in any widgets.

10:06.910 --> 10:08.920
So I'm going to compile that.

10:13.490 --> 10:19.670
Now notice that when I play test now, we don't hear it for the white button down here, but we can

10:19.670 --> 10:22.010
hear it on this button here.

10:22.520 --> 10:27.260
And if I go ahead and level up and enable those other buttons, let's see if those work.

10:28.400 --> 10:29.510
They do.

10:29.540 --> 10:33.500
It was a little hard to hear over the battle, but I think I heard it.

10:33.500 --> 10:35.450
Let me just level up again.

10:36.860 --> 10:42.170
I'll just destroy all these enemies real quick and try this again.

10:42.920 --> 10:44.540
Let's listen closely.

10:45.990 --> 10:47.070
Yes, it worked.

10:47.100 --> 10:51.620
Okay, so the attributes button doesn't play a sound.

10:51.630 --> 10:53.790
So we need to see what's going on here.

10:53.790 --> 10:55.920
We have our on clicked button, right?

10:55.920 --> 10:59.070
And our on clicked sound is what's used for it.

10:59.310 --> 11:03.870
We can go into our overlay where we have our attributes button.

11:03.870 --> 11:10.620
So blueprints, UI overlay, open, WP overlay, and here's our attribute menu button.

11:10.740 --> 11:16.950
If we search for on clicked sound, looks like it's not set there, so I'm going to go ahead and set

11:16.950 --> 11:18.450
that now.

11:18.450 --> 11:21.870
Our on clicked sound is set to this sound here.

11:25.920 --> 11:28.320
But our white button could have a different sound.

11:32.630 --> 11:37.950
I like this sound too, so I'm going to set that here in the overlay.

11:37.970 --> 11:42.200
With this particular wide button selected and let's see how it sounds.

11:46.510 --> 11:47.380
I like that sound.

11:47.380 --> 11:52.000
And it's a little different than the other button sounds, so that's kind of nice.

11:52.000 --> 11:55.630
So I think I'll actually make that the default sound for the wide button class.

11:55.630 --> 11:57.700
So I'm going to go into.

11:59.390 --> 12:02.120
My button folder and open the y button.

12:02.150 --> 12:08.750
Go into the graph, get my on clicked sound and I'm going to set it to the button.

12:08.750 --> 12:09.740
Click zero to.

12:10.480 --> 12:11.930
Compile and save that.

12:11.950 --> 12:14.710
Now, it did already have a default value.

12:14.740 --> 12:21.460
The reason we didn't get the sound was because this particular blueprint here on the overlay had its

12:21.490 --> 12:22.270
own clicked sound.

12:22.270 --> 12:23.440
Set to nothing.

12:23.440 --> 12:24.430
Set to none.

12:24.670 --> 12:27.300
Okay, so that's an on clicked sound.

12:27.310 --> 12:29.010
Let's see about on hover.

12:29.020 --> 12:32.620
I'm going to duplicate this play sound and.

12:34.070 --> 12:39.040
Just going to browse to my sounds folder UI and check out hover.

12:44.420 --> 12:45.410
I like the subtle one.

12:45.410 --> 12:46.640
That's number one.

12:47.400 --> 12:52.320
So in WB button I'm going to go ahead and set that there and let's see how that sounds in game.

12:55.540 --> 13:00.160
The nice thing is if the button is disabled, we don't hear anything that goes for when we click it

13:00.160 --> 13:00.700
to.

13:03.980 --> 13:07.090
But we can hear when we're hovering, and that sounds great.

13:07.110 --> 13:12.180
I'm going to level up and actually just get rid of these enemies real quick.

13:16.710 --> 13:17.190
Okay.

13:17.190 --> 13:19.380
Now I'm going to test out hovering.

13:30.130 --> 13:35.620
They almost sound a bit too much as if these are more like clicked sounds.

13:36.270 --> 13:37.200
But.

13:39.940 --> 13:40.960
I think I'm okay with it.

13:40.960 --> 13:43.690
Let's contrast to actually clicking.

13:46.800 --> 13:47.880
Yeah, that's great.

13:47.880 --> 13:48.420
That's great.

13:48.420 --> 13:49.140
I like it.

13:52.980 --> 13:58.920
And of course, our attributes button could have a different sound if we wanted to override that.

13:58.920 --> 14:06.060
But either case, I'm going to promote it to a variable and call this on hovered sound and now that

14:06.060 --> 14:07.860
we promoted it to a variable.

14:08.490 --> 14:10.650
We're not going to hear it on the attributes.

14:11.960 --> 14:17.210
But we hear it on the other buttons and let's just make sure we can hear it on our skill buttons.

14:20.390 --> 14:22.850
Looks like I didn't actually kill anything, did I?

14:22.880 --> 14:24.500
I need to level up real quick.

14:25.190 --> 14:26.070
There we go.

14:26.090 --> 14:27.140
All right, here we go.

14:30.580 --> 14:31.180
Yep.

14:31.390 --> 14:33.730
We hear it for the other buttons, just not the attributes.

14:33.730 --> 14:35.200
One in the overlay.

14:35.200 --> 14:39.490
So we're going to take that and search for it's on hovered sound.

14:39.730 --> 14:42.040
It was not made instance editable.

14:42.040 --> 14:49.510
So we'll click on the eye icon compile that and in the overlay on hovered sound I'm going to set it

14:49.510 --> 14:55.900
to the same sound that our on hovered sound is here, so I'll browse to it and set that there.

14:57.800 --> 14:58.760
And it works.

14:59.900 --> 15:03.680
Okay, so our attribute menu is a lot nicer now.

15:03.680 --> 15:05.090
It has sounds.

15:05.120 --> 15:06.890
It's looking great.

15:08.360 --> 15:11.390
And we're pretty much done with our attributes.

15:11.390 --> 15:12.050
Menu.

15:13.130 --> 15:14.240
Excellent job.

15:14.660 --> 15:17.450
We're now concerned with having a spell menu.

15:18.710 --> 15:25.370
By the way, if you're worried about my health globe showing on top of the attributes button, that's

15:25.370 --> 15:29.450
because I don't have this full screen and this is really designed for a full screen game.

15:29.450 --> 15:33.290
If I hit F11 to full screen, you'll see that it's not in the way.

15:35.260 --> 15:36.490
Okay, Great job.

15:36.520 --> 15:43.870
Our next task is to start working on our spell menu so that we can not only have more spells and assign

15:43.870 --> 15:51.400
them to different inputs, but we can also upgrade them, spend spell points on them, and unlock spells

15:51.400 --> 15:54.140
that should not be activatable yet.

15:54.160 --> 15:56.620
So we're going to make a spell tree.

15:56.620 --> 16:02.770
And this is something that most RPGs that have skills or spells commonly have.

16:02.800 --> 16:05.890
So we're going to do that in the videos to come.

16:05.920 --> 16:08.080
Excellent job and I'll see you soon.
