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Main Menu | User Interface and Sound Effects
Unreal Engine FPS Game

Main MenuMain Menu

To make a main menu, we need to take three general steps to create a main menu for our game.

First of all, we need to make a new level. Then we will make a widget that will be our main menu and implement some functionalities to it. Lastly, we need to set up the level blueprint so that as soon as we open the level and run the game, we see the widget that we just created.

To add an image to your project, simply make a folder in the content folder and call it for instance Assets. Then drag and drop your image into that folder! Just make sure that you rename the image so that you can easily find it later.

So let’s start with making a new level. You do this by simply pressing ctrl + n, then choose an Empty Level. Once UE opens this level (it should be pitch black) press ctrl + s to save the level. You may want to create a new folder and call it Levels and save the level there call it L_MainMenu.

Make a new folder in content and call it Widgets. Open it and right click in there, at the bottom of the right click menu there is User Interface, hover over it and choose Widget Blueprint. Call it WBP_MainMenu.

Set up the MainMenu as described in the video.

To have this widget open up as soon as we run the L_MainMenu level, we need to use something called the Level Blueprint. This is like a normal blueprint for the level. In the figure below, you can see how you can access this blueprint.

Take a look at the video to see how you can set up the level blueprint. But generally, you first need to make sure that you are giving the player the right set up for the controls by setting their controller to UI Only, and using a node called Show Mouse Cursor. Then you create a widget and add it to the viewport!

Everything was clear?

Section 5. Chapter 1
course content

Course Content

Unreal Engine FPS Game

Main MenuMain Menu

To make a main menu, we need to take three general steps to create a main menu for our game.

First of all, we need to make a new level. Then we will make a widget that will be our main menu and implement some functionalities to it. Lastly, we need to set up the level blueprint so that as soon as we open the level and run the game, we see the widget that we just created.

To add an image to your project, simply make a folder in the content folder and call it for instance Assets. Then drag and drop your image into that folder! Just make sure that you rename the image so that you can easily find it later.

So let’s start with making a new level. You do this by simply pressing ctrl + n, then choose an Empty Level. Once UE opens this level (it should be pitch black) press ctrl + s to save the level. You may want to create a new folder and call it Levels and save the level there call it L_MainMenu.

Make a new folder in content and call it Widgets. Open it and right click in there, at the bottom of the right click menu there is User Interface, hover over it and choose Widget Blueprint. Call it WBP_MainMenu.

Set up the MainMenu as described in the video.

To have this widget open up as soon as we run the L_MainMenu level, we need to use something called the Level Blueprint. This is like a normal blueprint for the level. In the figure below, you can see how you can access this blueprint.

Take a look at the video to see how you can set up the level blueprint. But generally, you first need to make sure that you are giving the player the right set up for the controls by setting their controller to UI Only, and using a node called Show Mouse Cursor. Then you create a widget and add it to the viewport!

Everything was clear?

Section 5. Chapter 1
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