Unreal Engine (5.3)
UI
Sequencer
Blueprints
I've always really liked whenever developers are able to add extra polish to a main menu, so I figured I'd try my hand at implementing a few of the coolest details I've seen in main menus. This main menu is featured in a small group project I work on with friends, available on GitHub here
A main menu is obviously going to need some kind of way to select choices. I decided to go with the traditional choice of buttons, but use my own implementation handling the logic of focusing the buttons and handling their actions.
These were pretty fun to mess around with and were surprisingly simple to get started, despite that, they are able to add a lot of life and interest to the menu. These use Unreal Level Sequences which can contain each collection of camerawork as its own game object.
Pop up systems are very typical features in UI systems, though they can present a surprising amount of issues if careful design isn't taken to implement them properly (such as consistent Z-ordering). I figure due to the flexibility of them, it would be useful to make a generalized system that allows for quickly making contextual yes/no popups.
This project isn't really finished (and if I'm not careful, none of them ever are), so the next things I aim to implement are as follows:
SFX
Controller flow support
Dynamic differences in the background based on story progress