Page 2 of 2

Re: How to work with multiple screens

Posted: 27 Dec 2025, 01:57
by net8floz
( PS I am surprised you are leaving UMG for Noesis, Slate / UMG ( tho not without its own quirks ) is the best game UI system / editor available IMO. Noesis only beats them by 1) actually be accessible outside unreal and 2) the data binding focus. For instance I miss the material graph 100% of the time and have no idea how i will do many of the effects I do in UMG in Noesis, and Noesis storyboards are way limited)
You might be surprised by how many studios (especially AAA teams) are migrating to Noesis. I’d suggest taking a look at the Games Released section to get a broader sense of its adoption in production.

Regarding the material graph: while Noesis doesn’t include a built-in equivalent to UMG’s material editor, similar results can be achieved via HLSL, or through a custom integration that exposes a shader-graph–like workflow. Noesis also follows a different design philosophy than UMG, XAML emphasizes structure and data binding, often reducing the need for material-driven effects.

Transitioning from UMG to XAML can take some time. If there are specific effects or workflows you’re finding difficult to replicate, opening a dedicated thread with concrete examples would be the best way to discuss solutions.

Finally, comments like “storyboards are very limited” are hard to act on without specifics. In the past, similar concerns turned out to be caused by issues in the integration code rather than limitations of Noesis itself. More detailed feedback would help keep the discussion constructive.

Thanks for sharing your thoughts.

Well I am with native sdk so i am sure i have no access to any shaders or integration. I was not really telling you specifically, jsantos, that storyboards are hard and need to be acted on. I was just shooting the breeze with arkaen, but since you asked:

it seems from storyboards i cannot dispatch commands or events. closest i have found is abusing the common TAG property that elements have and reacting to that change in interactivity.

it seems that storyboards have no way to play in reverse? I want to from a interactivity trigger tell the storyboard to play in reverse, bonus points if it can play in reverse from the current already-in-progress forward animation that is playing.

storyboards can trigger other storyboards through the TAG property abuse but this causes a nightmare in the storyboard animator because studio struggles to reset animation states and plays storyboards in the editor in design mode needlessly ( i have a ticket open for this ) . studio will trigger other storyboards as you manually drag the timeline in the dope sheet but it will not do it per frame it just happens all instantly. this makes it very difficult to combine animations

storyboards seem to not be able to bind to VMs, or at least it does not seem possible in the UI i have not tried to do it in xaml.

and btw i am not surprised many teams are moving to noesis as i've pointed out on this board before there is NOTHING for game UI like this unless you want html5. And mvvm is a good approach ive seen many UE studios adopting, even epic themselves have started writing VM bindings into the editor in CommonUI

And almost anything will beat unitys ui hahahah