Devlog 3

Here we go again

Spent most of the day today fighting with unreal, and winning! I'm not that familiar with UI design in software, I've done a lot of it in Qt and a little bit in a dozen other libraries, but UMG and Slate is... interesting. I'm using blueprints for a lot of it, mainly to get the feel for what the UI can and cannot do. But later I'll most likely rewrite the entire UI in slate/C++

For now... I've got a start. I've got a main menu, I've got some status bars, and I've got a dropdown menu... lots and lots of little hitches and confusions along the way of course. Wish this shit went faster, but until I know what I'm doing in the engine, I'll be puttering a long.

However, now that I got this far... I'm starting to get the hang of writing my own widgets and how to use them. My menu is hideous, but I'll change that later. The reason to write the menu was to figure out how to load and unload it, as well as the level. Initial level is just a blank black void in which I setup a lot of parameters, pop up the menu over it. Hit play, and it switches to another level. Can always open the menu back up, but it doesn't go to the previous level, so it never reinitializes the starting parameters.... except by hitting load (for now.) There is no save state, there is no state, so load just reloads the testingmap.

Barrels%20of%20Fun

Menus%20of%20Fun

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