Unreal Engine 5: Control Blueprints with Widgets (UI Interaction Tutorial)

In this tutorial I go over several different ways you can connect a widget blueprint to a blueprint actor.

Chapters:

  • 00:00 Intro
  • 00:35 Set Up Widget Blueprint and Actor Blueprint.
  • 08:27 Connect via a Event Dispatch.
  • 13:45 Direct Communication.
  • 16:42 Interface.

I use a simple example of how to connect a button from a widget to turn off a light in a separate blueprint. I cover how to use an event dispatch and cast. Direct communications and also how to use an Interface. Whilst I use an example of turning a light on and off with a widget button. The same principles can be used to various functionality and many other actions (e.g. open a door, set off an explosion, trigger an event etc…)

In the tutorial I do mention about creating comments, but forgot to say how. To do this you simply can select a node or nodes and Press C to comment them.

Further Links:

  • https://www.ko-fi.com/motionforge
  • https://www.motionforgepictures.com/unreal-engine-blueprint-tutorials/

Below are Screenshots of the Blueprint Graphs from the Tutorial

Blueprint Actor Event Graph

Blueprint Actor Widget Event Graph

Close up of the Blueprint Actor Event Graph with both load and remove the widget from the viewport

Widget Blueprint Actor Event Graph

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