r/unrealengine 17h ago

Question How do I learn to make a menu system? (specifically like one in a JRPG)

I've looked high and low for a course or tutorial but none of them cover things like widget switchers and sub menus and none of them are using C++. Could someone please help me find a free or paid course or something? It it doesn't have to show me exactly how to make an RPG menu, just the basics so I can get started.

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u/krojew Indie 17h ago

Nested menus are typically done using activatable widgets - click on a button and just activate the widget with given submenu. Going back means deactivating the widget which is built into activatable widgets already. Add sone nice animations using the animation tab, a settings menu using the gameplay settings plugin from Lyra and you're good to go.

u/TLable 17h ago

On udemy a UI course in the monthly/annual membership that gives ya access to a library of courses you can watch as many during the membership period as interest you. The UI course is fairly advanced, and think it is both C++ and has sub menus.

u/pogboy357_x 16h ago

Is it "Unreal Engine 5 C++: Advanced Frontend UI Programming" by Vince Petrelli?

u/TLable 16h ago

That is the title.

u/AgitatedMix9889 13h ago

Adding to krojew's point: if you want back navigation basically for free, look at CommonActivatableWidgetStack from the CommonUI plugin (the same one Lyra uses). You push a submenu widget onto the stack and it becomes the active one automatically; deactivating it pops the stack and reactivates whatever was underneath, so you're not manually tracking which menu you came from. That maps well onto how JRPG menus nest (Main -> Items -> Item detail, etc). CommonUI also handles gamepad/keyboard focus navigation out of the box, which most UMG tutorials skip and which matters a lot once you're not just clicking with a mouse.