Hey everyone, Today we’re pulling back the curtain on an essential element of game development: creating captivating 3D menus in Unreal Engine. Whether you’re a budding game developer or an experienced 3D artist looking to expand your skillset, mastering UI/UX in Unreal Engine 5 is crucial for delivering a truly immersive gaming experience.
Table of Contents
We’re going to break down the process of building a dynamic 3D menu in Unreal Engine with interactive hover effects and seamless transitions, setting the stage for your next big title. Get ready to dive into the world of real-time rendering, game mechanics, and interactive design!
1. Setting the Stage: From Character Spawn to Camera Focus

Before we jump into the exciting part of designing our menu, the first step is to redefine our level’s purpose. Typically, when you start a new project in Unreal Engine, you might spawn as a third-person character. But for a menu, we need a fixed camera view.
- Create a New Folder: Organize your project by creating a dedicated folder, e.g.,
[3D_Menu]
. - Game Mode Base: Within this folder, create a
Game Mode Base
blueprint (e.g.,MainMenuGameMode
). This tells Unreal Engine to spawn a camera instead of a character. - World Settings Override: In your
World Settings
, set theGame Mode Override
to your newly createdMainMenuGameMode
. - Initial Playtest: Play the level to confirm that you now spawn as a camera, not a character. This foundational step is key for any virtual production or interactive application.
2. The Blueprint of Interaction: BP_Menu3D

Our 3D menu needs a central control point. This is where our BP_Menu3D
blueprint comes in.
- Create BP_Menu3D: Inside your
[3D_Menu]
folder, create a new Blueprint Class and name itBP_Menu3D
. - Adding Components:
- Add a Camera Component to
BP_Menu3D
(not a Cine Camera). Position it backward from the default scene root. - Add a Widget Component to the default scene root. This will serve as the canvas for our UI.
- Add a Camera Component to
- Compile and Save: Always remember to compile and save your blueprints frequently to apply changes.
3. The Building Blocks: Widgets for Your Menu

Widgets are the visual elements of our menu. We’ll create three essential widgets to bring our menu to life.
- Widgets Folder: Create a new folder
[Widgets]
to store your UI assets. - User Widget – Menu3D_Widget:
- Right-click in the
[Widgets]
folder, go toUser Interface
, and selectWidget Blueprint
. Name itMenu3D_Widget
. - In the
Graph
section ofMenu3D_Widget
, go toClass Settings
and checkGenerate Abstract Class
. - Add an Event Dispatcher named
TransitionToLinkedMenu
. This is crucial for handling menu transitions, an important aspect of user experience (UX).
- Right-click in the
- User Widget – MainMenu_Widget:
- Create another
Widget Blueprint
namedMainMenu_Widget
. - In its
Graph
section, underClass Settings
, set itsParent Class
toMenu3D_Widget
. This creates a hierarchy for our menus.
- Create another
- User Widget – Button_Widget:
- Create a final
Widget Blueprint
namedButton_Widget
. - Add Button and Text: Drag a
Common Button
andText
widget into itsDesigner
tab. - Text as Variable: Select the text, check
Is Variable
, and rename itButtonText
. - Styling:
- Set the
Text Color
to a grayish shade. - Make the
Button
‘s background color is fully transparent. This allows us to control the hover effects independently.
- Set the
- Dynamic Text: In the
Graph
section, create aText
variable (type:Text
), make itInstance Editable
,Blueprint Read Only
, andPrivate
. Connect aSet Text (Text)
node fromButtonText
to this variable, ensuring the button displays dynamic content. This is a key aspect of UI development.
- Create a final
4. Interactive Elements: Hover and Click Functionality

Making our menu interactive is where the magic happens. We’ll add hover effects and click actions to our Button_Widget
.
- Hover Events:
- Select the
Button
inButton_Widget
‘s designer. - Under
Events
, addOn Hovered
andOn Unhovered
events. - Set Background Color: From the
Button
reference, drag out, and search forSet Background Color
. - Hover Color Variable: Promote the
Color
input of theSet Background Color
node to a variable namedHoverColor
. Set this variable toInstance Editable
,Blueprint Read Only
, andPrivate
. Choose a brownish color for theHoverColor
. - For
On Unhovered
, set the background color to fully transparent.
- Select the
- Click Event:
- Select the
Button
and add anOn Clicked
event. - Add an Event Dispatcher named
OnClick
and call it in this event.
- Select the
- Compile and Save: Crucial for applying all these interactive elements.
5. Designing Your Main Menu Layout

Now, let’s assemble our MainMenu_Widget
using the Button_Widget
We just created.
- Designer Tab of MainMenu_Widget:
- Add a
Border
and set itsSize
toCustom
(e.g., 200×250). - Add a
Vertical Box
inside theBorder
. - Add Button Widgets: Drag three
Button_Widget
instances into theVertical Box
.- Rename them to
PlayButton
,OptionsButton
, andQuitButton
. - Set their
Button Text
to “PLAY”, “OPTIONS”, and “QUIT” respectively.
- Rename them to
- Spacers: Add
Spacer
widgets between the buttons and set theirY Value
to 25 for visual separation. - Padding: Adjust the
Vertical Box
‘sPadding
(e.g., 30 at the top) for a better layout.
- Add a
- Transparency: In the
MainMenu_Widget
‘sDesigner
tab, select theBorder
and set itsColor and Opacity
(alpha) to transparent. This ensures your background environment is visible.
6. Integrating the Menu into Your Level

Bringing the BP_Menu3D
into your scene is the next step to visualize your menu.
- Drag BP_Menu3D into Scene: Drag your
BP_Menu3D
blueprint from the[3D_Menu]
folder into your level. - Position and Rotate: Position and rotate the
BP_Menu3D
actor in your scene to your desired location and orientation. Consider where your player character will eventually be. - Widget Component Settings: With
BP_Menu3D
selected in theDetails
panel, find theWidget
section.- Set the
Width
to 200 andHeight
to 250 (matching your border size). - Set the
Widget Class
toMainMenu_Widget
.
- Set the
- Flipped Menu Fix: If your menu appears flipped, open
BP_Menu3D
, select theWidget
component, and rotate it by -180 or 180 degrees. - Player Start: Ensure you have a
Player Start
actor in your scene to define where the camera initially spawns.
7. Enhancing the User Experience: Input, Transitions, and Sound

Now, let’s refine the interaction, add camera transitions, and include satisfying audio feedback.
- Level Blueprint – Input Mode and Mouse Cursor:
- Open your
Level Blueprint
. - On
Event Begin Play
, get thePlayer Controller
. - Set
Input Mode Game And UI
to enable both game input and UI interaction. - Set
Show Mouse Cursor
toTrue
.
- Open your
- Level Blueprint – BP_Menu3D Reference:
- In the
Level Blueprint
, right-click in an empty space and create aReference to BP_Menu3D
. - From this reference, call the
TransitionTo
Custom Event we’ll create next.
- In the
- BP_Menu3D – TransitionTo Custom Event:
- Open
BP_Menu3D
. Delete default events. - Add a
Custom Event
namedTransitionTo
. - Add
Set Actor Enable Collision
nodes (one checked for true, one unchecked for false) and connect them based on aNewMenu
input (BP_Menu3D object reference). - Get
Player Controller
and useSet View Target with Blend
. Connect theBP_Menu3D
reference toNew View Target
. SetBlend Time
andBlend Exponent
(e.g., 2 seconds each) for a smooth cinematic transition.
- Open
- BP_Menu3D – Receive Hardware Input:
- Select your
BP_Menu3D
in the scene. In theDetails
panel, underInteractions
, checkReceive Hardware Input
.
- Select your
- Main Menu Widget – Cursor Icon:
- Open your
MainMenu_Widget
. For eachButton_Widget
within it, go toBehavior
->Advanced
->Cursor
and set it toHand
. This improves game usability.
- Open your
- Button_Widget – Hover Sound:
- Create a new folder
[Sounds]
in your[3D_Menu]
directory and import your desired hover sound (e.g.,Hovexp
). - Open your
Button_Widget
. After theOn Hovered
event andSet Background Color
node, add aPlay Sound 2D
node and select yourHovexp
sound. This adds crucial audio feedback.
- Create a new folder
Wrapping Up: Functionality and Beyond
Finally, let’s connect our menu buttons to actual game actions.
- MainMenu_Widget – Button Actions:
- Open
MainMenu_Widget
and go to itsGraph
tab. - For the
PlayButton
, add anOn Clicked
event. From this, drag out and search forOpen Level by Name
. Paste the name of your desired game level (e.g., “ThirdPersonMap”). This is your entry point into core gameplay. - For the
QuitButton
, add anOn Clicked
event. From this, drag out and search forQuit Game
. Get thePlayer Controller
and connect it to theSpecific Player
input.
- Open
- Compile and Save All: Test your menu: hover effects, sounds, and button functionality.
This robust 3D menu is just the beginning! If you’re passionate about game development, virtual reality (VR), or creating incredible interactive experiences with Unreal Engine, then you’ll want to dive deeper. Our comprehensive course on knowledge.vorldbox.com goes beyond the basics, covering advanced menu creation, intricate game mechanics, and the full game development pipeline in Unreal Engine 5.
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