This is a helper plugin library for Unreal Engine 4 which makes a bunch of things better:
- New Widgets
- Focusable buttons, menu stacks, control prompts and more
- Input events
- Reliable notification when the player changes input method
This project contains the master documentation for this library, but if you want to see examples of its use, see the Steve's UE Examples project.
The best way is to clone this repository as a submodule; that way you can contribute pull requests if you want. The project should be placed in your project's Plugins folder.
> cd YourProject
> git submodule add https://github.com/sinbad/StevesUEHelpers Plugins/StevesUEHelpers
> git add ../.gitmodules
> git commit
Alternatively you can download the ZIP of this repo and place it in
YourProject/Plugins/StevesUEHelpers
.
Edit YourProject.Build.cs and do something similar to this:
public class YourProject : ModuleRules
{
private string PluginsPath
{
get { return Path.GetFullPath( Path.Combine( ModuleDirectory, "../../Plugins/" ) ); }
}
public YourProject(ReadOnlyTargetRules Target) : base(Target)
{
// Your existing rules
// ...
AddStevesUEHelpers();
}
protected void AddStevesUEHelpers() {
// Linker
PrivateDependencyModuleNames.AddRange(new string[] { "StevesUEHelpers" });
// Headers
PublicIncludePaths.Add(Path.Combine( PluginsPath, "StevesUEHelpers", "Source", "StevesUEHelpers", "Public"));
}
After adding this you should right-click your .uproject file and "Generate Visual Studio Project Files".
You can use most of the features without doing anything else, but certain features require some additional setup, see below.
This library contains a new UGameViewportClient
subclass called UStevesGameViewportClientBase
,
which is used to suppress the mouse cursor in menus then using a gamepad.
Unfortunately UE4's Slate overrides the mouse pointer visibility sometimes, so this fixes that.
To use it, simply:
- Open Project Settings
- Go to Engine > General Settings
- Change Game Viewport Client Class to StevesGameViewportClientBase
Some features require you to configure some theme information for the UI, which is discussed in more detail in the UiTheme section.
In order to track stateful things like the current input mode for each player,
there is a custom GameInstanceSubsystem
called StevesGameSubsystem
, which
you can tap into anywhere in Blueprints by searching for it:
Once you have access to this you can do things like get the latest input device used:
For more details, see the Input section.
The MIT License (MIT) Copyright © 2020 Steve Streeting
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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Portions of this software include code from 3rd parties:
Math routines from David Eberly, Geometric Tools, Redmond WA 98052 Copyright (c) 1998-2021 Distributed under the Boost Software License, Version 1.0.
Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization obtaining a copy of the software and accompanying documentation covered by this license (the "Software") to use, reproduce, display, distribute, execute, and transmit the Software, and to prepare derivative works of the Software, and to permit third-parties to whom the Software is furnished to do so, all subject to the following:
The copyright notices in the Software and this entire statement, including the above license grant, this restriction and the following disclaimer, must be included in all copies of the Software, in whole or in part, and all derivative works of the Software, unless such copies or derivative works are solely in the form of machine-executable object code generated by a source language processor.
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