UI Design Ideas for UE4 Multiplayer Online Games

Ideas about UI design in UE4 game design

Preface:
How to design the UI in the game? What kind of functional code is written in the UI? What is not written in the UI? Where is the boundary? How to evaluate good UI design?

A simple purpose to test the quality of UI design:

The UI event is directly mapped to the keyboard, and the extent to which the UI can be directly and seamlessly operated through the keyboard is successful.

Functions unique to the controller are written in the controller.
Example: Player Controller = "Create Tank UI. Spectator Controller => Playback progress bar UI.
Don't put it in the level, don't put it anywhere else.
Level-specific UI, created in level blueprints.


Only write events in the UI, interactive functions of UI buttons and external interfaces.
Such as double-click, single-click, mouse over, button color change, text change, drawer, drop-down list content. Preprocessing of the data is not written.


Similar to clicking the UI button to create actors, communication messages, and other joint functions, this event needs to be passed to the outside PlayerController through the interface, and the joint function is realized in the PlayerController. What to do specifically is done by PlayerController.


The writing of gamestate and Playerstate should not appear in the blueprint of the UI
, because it cannot be synchronized even if it is written. The data must be handed over to the PlayerController through the interface for synchronization. In addition, in PlayerController, events are also synchronized through RPC.


It is best not to add any pages to MainUI.
The explanation of this sentence is: You need to have a blank UI page as the top layer of all UIs, called MainUI. Because MainUI may nest other pages, MainUI is a logical level, and other pages are nested in MainUI, which can be easily replaced when the art content needs to be adjusted in the future.

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Origin blog.csdn.net/leelizc/article/details/129324440
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