UE4 Marketplace: Subtitle UMG Hook

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hello welcome to the overview for the umg subtitles hook plugin so to get started you're going to want to first download the plugin from the marketplace and make sure it's installed for your engine version next you can go ahead and open unreal go to your plugins and then with it all selected i'm just going to search for subtile and here's the plugin here so go ahead and enable this if it's not already on and then restart the editor if you've just ticked it on once you've restarted uh just to show you the kind of getting started first before we go into the demo content that's provided uh the way you use it is if you make a new widget blueprint i'm not gonna bother renaming it and then in your widget blueprint you've got two new categories in here uh there'll be the subtitle rich text block and the subtitle text block so it's basically you drag this in and you put it wherever you want it to be and that's basically it now when you run subtitles in your game they will instead of going through the native slate system that unreal uses they'll be re-routed into this subtitle here so you can dress it up however you want you can apply different fonts different colors different sizes you can expose those out to the settings so you can have better accessibility options and the actual text of the content will simply update itself whenever subtitles come in so yeah that's the kind of the basics there's also a rich text block version and if you're not familiar with how to use rich text blocks i recommend you read up on them and that's why we include the normal one if you don't want to go into rich text block stuff but it's here if you need it it gives you a bit more control over certain things and there is a very basic example set provided so to show you come to some of the example content if you go to your view options and go to enable show plugin content and also show engine content now if you scroll down quite near the bottom you should be able to find subtitle hook umg there'll be two folders one's the cp plus plus and one is the standard content folder so if we open up the maps folder and open this up just i'm not going to save that example and in here if you press play you'll hear it talking and showing some subtitles so i'm just going to press play and you can see what this does welcome to the subtitle hook for umg this plugin will leverage the native unreal engine subtitle system but root the subtitles into umg instead of the default slate renderer okay so i stopped it there but you can see what it does and it goes through a couple of different dialogues there if you want to see where that blue printing is done just go to level blueprint and basically we've just show a widget i turn on the mouse cursor and the ui so that we can control it i've given options for how to do background color and also text sizing and then it goes through and just plays uh dialogue two days into the world and there's a couple of dialogues provided so if you're not familiar with how um subtitles work like the default system of subtitles you have to have a dialogue voice and this is the person who's speaking so i've just said it to feminine singular and this is a freya and then we have waveforms for these dialogues and then i've right clicked on each one of these and i've created the dialog using freya as my subject and if we open up the lines you can see that there's the speaker i've changed the directory that from previously it looks like this no one and i've changed it to just none um and again you can read up on how you do subtitles this is just very basic setup and then in our spoken text i've gone ahead and use the rich tag rich text tag so i put speaker in the little tags and i've wrote freya and then we close out that tag and then we put my subtitle in here so this is also supporting rich text in my example you don't need to do this this is just kind of a showing you one step further and then if we go to our blueprints we've got the umg that you see and we've got our rich text data table so if i open this up i've given row one the tag of default and i've given it a font size and whatever and on number two i've given it a row tag of speaker and given it a different font that's yellow it's the same font it's just yellow so again this is nothing strictly to my plugin it's just rich tech setup so you can go ahead and look this up and find much better tutorials on this uh don't learn from me for this and if you open up the widget itself um all that's really going on in here is we have somewhere in here in a scale box here and in the border we've got a subtotal rich text block going on and there's nothing fancy it's basically just been dragged in and all the rest of the ui is just standard unreal ui stuff and there's actually nothing done to make the subtitles work beyond the fact that we're using the dialog voices and subtitles are turned on in our project which they are by default but i'll show you that in a second there is one additional thing um it's not plugged in here but if you need it we can take the subtitle rich text block or the subtitle text block and if you come off it and just type assign or bind we've got a subtitles received delegate that's provided in the plugin so if you didn't want it to auto set there is a variable type on both of them to turn off auto setting and if i select one of these like this one you can see auto set text to subtitle is true and it's true by default so just automatically work but if you don't want that untick it here in which case you can listen for this delegate to fire instead so on uh on construct which we're using down here you could wire your own construct up to this bind event and then it will turn off automatically setting and instead you'll receive this delegate every time it receives a subtotal request now the engine sends it practically on tick so while there's text coming through it spams it out on tick so expect this to fire very frequently which is why we just compare the current thing coming in to the last thing we had come in and we see if they match that way it only sends a string once so it's kind of a way of manually doing it if you want it now there's no need to use any of this system uh this is purely there as kind of a slightly advanced step if you wanted to do very manual control like you want your subtitles to actually come on like a per letter basis or animate them in some more stylized way this gives you more information about what's occurred and you could have it fade things in and fade things out or more fancy things that like that but that's basically it and then all the rest of the blueprint in here is just controlling the accessibility so the font scaling uh the background color on the font and just the font scaling so nothing fancy going on as i say the basic approach to this if you want to use it is just make a widget drag in either a rich text block or a normal text block and then use the native subtitle system as normal so hopefully that's useful and hopefully that clarifies how the plugin works it's very simple it's very basic it should just if you like using the native system and not building a whole custom solution for subtitles this is hopefully a really good answer to your problems so thanks for watching and i hope the plugins useful
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Channel: Aperture9
Views: 828
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Length: 7min 13sec (433 seconds)
Published: Mon Mar 29 2021
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