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Ureal Engine 5 C++ Advanced Frontend UI Programming by Vince Petrelli

Ureal Engine 5 C++ Advanced Frontend UI Programming by Vince Petrelli

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Author:Vince Petrelli

Duration:27.5 hours on-demand video

Release date:2026

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Unreal Engine 5, C++

Course URL:https://www.udemy.com/course/ureal-engine-5-cpp-advanced-frontend-ui-programming/?couponCode=MT260504G1

Master AAA frontend UI development in Unreal Engine 5 using C++ and the Common UI system.

Ready to build slick, AAA-quality menus in Unreal Engine 5? This course dives deep into creating advanced frontend UI systems using C++ and the powerful Common UI framework. You’ll go from setting up modular frameworks to implementing complex features like input remapping and dynamic options screens, all while ensuring a polished, professional look and feel for your games.

๐ŸŽฏ What you’ll learn

  • Set up a modular UI framework using Unreal Engine 5’s Common UI system and C++
  • Create and manage widgets using widget stacks with gameplay tags and async loading
  • Develop a fully functional options menu with tab navigation and dynamic details panels
  • Implement a Game User Settings system for saving and loading configuration values
  • Build a complete input remapping system with input preprocessors
  • Create Start Up and In-Game Loading Screens
  • Utilize Common Activatable Widget, Widget Stacks, and Common Text Block
  • Use custom Data Objects for List View item generation

โœ… Requirements

  • Skills: Basic Experience with C++ in Unreal Engine is required

๐Ÿ“ Description

This course is your ticket to building a AAA-quality frontend UI system from the ground up in Unreal Engine 5, using C++ and the Common UI framework. You’ll learn to create modular, layered menus and implement features like gamepad support, options screens, and input remapping. We’ll start by establishing a solid UI foundation, including widget stacks and asynchronous loading, then move on to building a dynamic main menu with contextual descriptions and a robust confirmation system.

The course then guides you through creating a comprehensive options menu with various settings categories (gameplay, audio, graphics, input) and a Data Registry system for dynamic UI population. You’ll implement logic for resetting values, customizing list entries, and building a Game User Settings system to save player preferences. We’ll cover detailed audio and video settings, managing dependencies, and finally, integrate polished startup and in-game loading screens for a complete player experience.

๐Ÿง‘โ€๐ŸŽ“ Who this course is for:

  • Learners who want to deepen their knowledge of UI programming with C++ and Common UI
  • Learners who want to build production-ready, scalable, and modular UI architectures
  • Learners whose projects require layered menus, settings, and gamepad support
  • Learners ready to transition to a C++ based, more powerful and flexible UI framework
  • Learners who need reusable UI modules like options screens, input remapping, and loading screens

๐Ÿง‘โ€๐Ÿซ About the Author

Vince Petrelli is an experienced developer focused on creating high-quality gameplay systems and UI frameworks within Unreal Engine. His expertise lies in leveraging C++ to build robust, scalable, and performant solutions for complex game development challenges. Vince is passionate about sharing his knowledge to help other developers create more polished and professional game experiences.

๐Ÿ Final Result

  • A fully functional, AAA-quality frontend UI system for Unreal Engine 5, including a main menu, options menu with various settings tabs (gameplay, audio, video, controls), input remapping, and loading screens, all built using C++ and Common UI.
Curriculum

๐Ÿ“‹ Course content

  1. Introduction
    • Introduction
    • Some Common Questions You May Have…1:09
    • What is Common UI?4:47
    • Create a C++ Project3:45
    • How to Get Help?0:21
  2. Set Up Common UI Section
    • Set Up Test Map4:35
    • Frontend Player Controller7:09
    • Set View Target10:30
    • Widget Stack Gameplay Tags10:17
    • Primary Layout Widget14:31
    • More On Transient…0:20
    • Register Widget Stack6:21
    • Debug Helper5:03
    • Frontend UI Subsystem12:06
    • Push Soft Widget To Stack Async20:08
    • BP Async Action10:36
    • Implement Async Action11:16
    • Template Layout13:24
    • Press Any Key Screen6:20
    • Animate Press Any Key Screen3:24
    • Developer Settings9:50
    • Frontend Function Library7:53
    • Share Task: Share Your Progress0:09
    • Section Wrap Up0:51
  3. Main Menu Section
    • Main Menu Section Overview1:37
    • Get Desired Input Config4:11
    • Common Button Base13:56
    • Button Widget Blueprint6:37
    • Main Menu Widget4:40
    • On Any Key Pressed12:31
    • Button Text Style4:55
    • Button Description Text10:18
    • Description Text Widget8:18
    • Bound Action Buttons10:05
    • Common Input Data12:23
    • Before using Gamepad…0:52
    • Testing with Gamepad10:06
    • Confirmation Screen10:22
    • Confirm Screen Info Object12:03
    • Init Confirm Screen17:51
    • Native Push Confirm Screen To Modal Stack10:27
    • BP Push Confirm Screen To Modal Stack17:44
    • Confirm Screen Widget Blueprint15:24
    • Quitting The Game6:59
    • Section Challenge: Story Screen2:17
    • Solution: Story Screen11:18
    • Section Wrap Up1:57
  4. Fix Menu Issues
    • Fix Menu Issues10:31
    • Optional Challenge: New Confirmation Window0:19
  5. Options Menu Section
    • Options Menu Section Overview0:59
    • Set Up Options Screen7:42
    • Custom Bound Action Buttons14:31
    • Binding Bound Action Buttons8:43
    • Common Tab List Widget13:13
    • Tab List Widget Blueprint12:44
    • List Data Object15:00
    • List Data Object Collection8:53
    • Options Data Registry10:15
    • Get or Create Registry11:42
    • Handle Tab Creation8:44
    • Testing Tabs With Gamepad8:15
    • On Options Tab Selected7:11
    • Optional Challenge: New Tab0:14
    • Section Wrap Up0:39
  6. Gameplay Tab Section
    • Gameplay Tab Section Overview2:15
    • Common List View10:45
    • List Entry Widget Base8:34
    • List Entry Widget Blueprint6:29
    • String Data Object8:54
    • Set List Source Items12:20
    • Data List Entry Mapping13:34
    • On Generate Entry Widget11:27
    • String Entry Widget9:36
    • String Entry Widget Blueprint17:33
    • On List Item Set6:04
    • String Dynamic Options6:33
    • On Data Object Initialized7:24
    • Initialize String Entry Widget12:55
    • On Button Clicked4:45
    • Advance To Next Option8:28
    • On Owning List Data Object Modified13:50
    • Game User Settings6:18
    • Data Interaction Helper13:30
    • Data Dynamic Setter and Getter10:08
    • Construct Interaction Helper10:44
    • Apply Settings7:48
    • On Item Hovered Or Selected9:16
    • Native On List Entry Widget Hovered7:49
    • Toggle Highlight State10:20
    • Select This Entry Widget5:19
    • Details View Widget10:20
    • Details View Widget Blueprint14:34
    • Populate Details View12:35
    • Update Details View12:21
    • Data Default Value10:43
    • Data Reset Logic5:33
    • Gather Resettable Data12:03
    • On Reset Button Clicked9:19
    • Reset Data10:15
    • Test Options List With Gamepad10:10
    • Modify Value Through Gamepad11:46
    • Regain Focus For Gamepad7:09
    • Display Description Image10:57
    • Optional Challenge: New Setting with New Description Image0:20
    • Section Wrap Up2:30
  7. Audio Tab Section
    • Audio Tab Section Overview1:20
    • Header List Entry5:42
    • Header List Entry Widget Blueprint8:38
    • Find Child List Data Recursively9:21
    • Is Item Selectable Or Navigable5:37
    • Scalar Entry Widget9:56
    • Scalar Entry Widget Blueprint6:17
    • Scalar Data Object7:26
    • Construct Scalar Data Object10:44
    • Initialize Scalar Entry Widget11:29
    • Volume Config Variables6:35
    • Hints on Setting the Overall Volume1:20
    • Set Current Value From Slider7:39
    • Toggle Scalar Entry Highlight State9:33
    • Reset Scalar Data6:02
    • Music Volume5:05
    • Section Challenge: Sound FX Volume5:27
    • String Bool Data Object10:09
    • Construct String Bool Data Object11:07
    • Use HDR Audio Mode5:12
    • Test Audio Tab With Gamepad2:45
    • Share Task: Share Your Progress0:09
    • Section Wrap Up0:53
  8. Video Tab Section
    • Video Tab Section Overview2:22
    • Challenges Ahead4:42
    • Run Hardware Benchmark4:27
    • String Enum Data Object6:37
    • Construct String Enum Data Object8:12
    • Package Project5:27
    • Resolution Data Object6:59
    • Init Resolution Values7:57
    • Resolution To Value String12:36
    • Edit Condition Descriptor12:59
    • Add Edit Condition10:02
    • On Toggle Editable State6:52
    • Package Build Only Edit Condition7:01
    • Window Mode Edit Condition12:17
    • Edit Dependency Data7:00
    • Update Widget Editable State6:47
    • Display Gamma10:49
    • String Integer Data Object11:05
    • Overall Quality6:25
    • Resolution Scale9:47
    • Global Illumination Quality8:18
    • Shadow and Anti-Aliasing Quality4:39
    • More Settings for Graphics Quality10:28
    • Vertical Sync10:42
    • Frame Rate Limit6:07
    • String Table13:15
    • Test Video Tab with Gamepad6:46
    • Share Task: Share Your Progress0:09
    • Section Wrap Up0:44
  9. Control Tab Section
    • Control Tab Section Overview1:26
    • Challenges Ahead5:46
    • Register Input Mapping13:37
    • Query Mappable Keys13:10
    • Filter Mappable Keys5:32
    • Key Remap Data Object10:15
    • Construct Key Remap Data Object4:35
    • Key Remap Entry Widget10:00
    • Key Remap Entry Widget Blueprint10:13
    • Update Button Image6:26
    • Get Icon From Key12:38
    • Refactor Toggle Highlight State15:08
    • On Remap Button Clicked4:51
    • Key Remap Screen7:16
    • Key Remap Screen Widget Blueprint7:08
    • Push Key Remap Screen4:51
    • Register Input Preprocessor11:34
    • Desired Key Types10:44
    • Process Pressed Key9:42
    • Notify Key Remap Screen8:34
    • Request Deactivate Widget9:42
    • Notify Key Remap List Entry7:06
    • Notify Key Remap Data Object7:05
    • Can Reset Key Binding6:42
    • Reset Key Binding11:21
    • Section Challenge: Display Gamepad Inputs8:29
    • Test Control Tab With Gamepad18:06
    • Optional Challenge: More Key Remap Settings0:20
    • Section Wrap Up0:49
  10. Loading Screen Section
    • Loading Screen Section Overview1:22
    • Start Up Loading Screen5:35
    • Loading Screen Settings8:50
    • Loading Screen Widget Blueprint6:54
    • Loading Screen Subsystem10:35
    • Tickable World Object8:41
    • Try Update Loading Screen6:15
    • Is Pre Load Screen Active4:30
    • Should Show Loading Screen7:45
    • Check The Need to Show Loading Screen7:18
    • Try Display Loading Screen If None9:46
    • Try Remove Loading Screen4:11
    • Notify Loading Screen Visibility Changed8:12
    • Loading Screen Interface8:55
    • Credit Screen Widget Blueprint8:44
    • Scroll Credits10:31
    • Switch Camera By Tag10:30
    • Optional Challenge: Customize Rich Text0:18
    • Section Wrap Up3:26
  11. Bonus
    • Animated UI Background0:45
    • Where to go from here?2:40
    • Continue your C++ journey…0:07
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Ureal Engine 5 C++ Advanced Frontend UI Programming by Vince Petrelli
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1 – Introduction
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