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Unreal Engine 5.1 Endless Runner Tutorial - Part 13: Main Menu

4.7K views· 17:03· Oct 27, 2023

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Welcome back to part 13 of our tutorial series for creating an Endless Runner game in Unreal Engine 5.1! In this video, we'll show you how to add Main Menu and Loading Screen for the game. Assets: https://bit.ly/3pCAXJ7 Note: Before using any of the assets, please make sure to read the Readme file provided. Get the Endless runner project files here: https://shop.shivadev.com/b/erprojectfiles Note: The project files are constantly updated to reflect the latest tutorial in the series. Stay Connected: Discord: https://discord.gg/zFZ43Hjs3R Twitter: https://twitter.com/shivasgaming75 GitHub: https://github.com/Shiva9168 Instagram: https://www.instagram.com/shivas_gamingzone/ Portfolio: https://shiva9168.github.io/ Email: shivasgaming75[at]gmail.com Support Me: Patreon: https://patreon.com/shivasgaming PayPal: https://paypal.me/Shivasgaming Help me make more content by donating! -- Timestamps -- 00:00 Disclaimer 00:15 Intro 00:39 Importing Textures 00:58 Creating Levels 01:22 Main Menu UI 07:33 Loading Screen UI 11:57 Fixing Game Over Screen 12:48 Changing Project Settings 12:58 Finishing Main Menu UI 16:00 Final Output 16:54 Outro Track Title: Tranquility Music by: TeknoAXE Music Link: https://youtu.be/08ddPOJnTL4 // Ignore the tags below. They are provided for reference purposes only. Tags: #gamedevelopment , #unrealengine5 , #animation , #powerups , #endlessrunner , #Subwaysurfers , #tutorial , Endless Runner Tutorial, Game Design, Game Programming, Game Tutorial, Indie Game Dev, Game Development Series, Endless Runner , Game Development for Beginners, Game Development Tutorial, Game Development Step-by-Step, Game Development Walkthrough, 3d Character, unreal character UI, User Interface

About This Video

In Part 13 of my Unreal Engine 5.1 Endless Runner series, I set up a proper Main Menu flow and a simple Loading Screen so the project feels like an actual game. I start by importing the UI textures into a dedicated UI folder, then I create three menu-related maps: MainMenu, Loading_MmToGM, and Loading_GMtoMm. After that, I build the MainMenu_UI widget with a full-screen background, a vertical button stack (Start, Options, Credits, Exit), and I show you how I style the buttons correctly (Normal/Hovered/Pressed) and switch “Draw As” to Image so you don’t get that unwanted border. Then I wire everything in the Level Blueprint: UI-only input mode, mouse cursor enabled, create widget, add to viewport. For the Start button, I open the Loading_MmToGM level, and for Exit I use the console command “exit”. Next, I create LoadingScreen_UI with a progress bar that fills over time using a ProgressValue float updated on Tick (clamped to 1), bind it to the progress bar Percent, and after a 6-second delay I open either CS_Map (if you followed my character selection tutorial) or Runner_Map. Finally, I update the GameOver UI to return to MainMenu through the loading level, set the Game Default Map to MainMenu, and add Highscore/Coins display on the main menu by reusing the same binding logic from Gameplay_UI.

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