Xodius Studios Blog #5 Notification Pop Up, Intro-Level Design, Menu Indicator, Pause Menu UI Bug, and Interaction Bug

  


Xodius Studios Blog #5
Notification Pop Up, Intro-Level Design, Menu Indicator, Pause Menu UI Bug, and Interaction Bug

Author: Kanitha Charoenpanich
Published: 03/22/2023 23:06

The Problem:

     This week I completed the notification pop up which took me the longest. I had to create the animations for the notification. I also had to create the widget for the notification pop-up. I implemented the notification pop-up in c++. For the implementation I translated blueprints into c++, there were complications in the translation which caused a bunch of issues. I had a lot of complications with the notification pop-up. There were include, widget binding, and unreal errors that made no sense. The into-level design did not have any issues, I was just adding enemies and potions to the level. The menu indicator had some problems but was not that major. The pause menu bug was a simple fix but I decided to scrap all the temporary blueprints and remake it in c++. The interaction bug was due to another member's blueprint code. 

Indicator Inspiration - Photo 1
Inventory Indicator - Photo 2

Notification Pop-Up - Photo 3


Problem Solution:

The issues that I encountered with the notification system were a pain to fix because the fixes were weird. I had to completely delete one of my widget blueprints and recreate it to fix the error shown in Photo 4.
Notification Pop-Up Bug - Photo 4  

   Another issue I was having with the notification was that TextToShow was not getting the item name and photo which is shown in photo 5. I forgot that I made a Global TextToShow, which overrides everything else and causes it to not get the correct info, even though in photo 6 it was getting the right info. 
TextToShow - Photo 5
Getting Data - Photo 6
The fix for this bug was to either get rid of the global or use it. I decided to use it in my PreConstruct.

void UNotificationSlot::NativePreConstruct()
{
NotificationText->SetText(TextToShow);
ItemImage->SetBrushFromTexture(itemTextureImage);
}

This is to set the item name in the notification bar and the item image.
The menu indicator did not really have any issues besides my messing up includes due to sleep deprivation. The pause menu bug was an easy fix but I was translating blueprints to C++ so I had a few complications with forgetting to bind widgets or some simple logic errors. The interaction bug was due to someone else using a blueprint that overridden my interaction code. This is all I have done for this week, I hope to do the quest system over spring break or the mini-map. If I do not start during spring break I will start them during the next sprint.

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