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UMG - Dynamic grid layout?

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    UMG - Dynamic grid layout?

    I've been looking around for a solution that lets me have a widget that dynamically changes rows and layouts based on its size without user input or change of code.

    I thought 'tileView' would help but can't quite see how.. right now I have a grid panel but I have to place my e.g 20 icons in specific rows and columns, I'd like this to be dynamic depending on the panel size.

    Imagine a level select UI with 20 levels, where all level icons are the same size, but this UI will display differently depending on screen real estate - in turn changing the number or rows and columns.

    I'm pretty lost here, would really appreciate help.

    Thanks.

    #2
    It does sound like you need Tile View or a Wrap Box - they both do what you expect.

    Not sure what's your beef with the tile view but mine spits this out as soon as I specify Entry Widget Class:

     
    Spoiler


    And that's a clear 4.20.1 project with the child being just a border. Did you actually make it work? Do I need to know a secret handshake or something?

    right now I have a grid panel but I have to place my e.g 20 icons in specific rows and columns, I'd like this to be dynamic depending on the panel size.
    You could make it work with the grid - this would require checking the desired parent size and then dividing the grid panel into rows and columns, clearing the widget and repopulating.

    You can definitely try wrap box, it does the above automatically.

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      #3
      Hey, thanks for the tip, I got that to work from your input but decided in the end to hardcode the rows and columns for now. Once I get things onto a different hardware with different screen size I might just change that though so thanks.

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        #4
        Glad to hear you made it work.

        I'll just clarify the errors I run into above. It's been some time now so what I believed to be a mess what just my lack of experience with those new widgets.

        Tile View and List View use an Interface that needs to be implemented in the child. They both create their own data objects rather than rely on the widgets you feed them. The interface is then used to operate on those data children.

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