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Is it possible to dynamically create UMG slots with nested BP Widgets?

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    Is it possible to dynamically create UMG slots with nested BP Widgets?

    Hello,

    I've been trying to work this out using BP nodes, but am lost / stuck. I hope someone can help out:

    I want to dynamically create a level selection menu (with potentially thousands of levels). My concept is fairly simple, but I just can't make it work without manually creating some elements in UMG. The reason I feel this would help me is that I can then use the two child BP widgets for layout / style template and just pipe variable into them as they are spawned.

    Goal:

    BP WIDGET > CANVAS > VERTICAL BOX > SCROLL BOX > Child BP containing WRAP BOX > Child BP containing BUTTON

    What I am currently doing is setting up the Wrap Boxes in the main BP Widget, the dynamically adding the Child Button BP to each Wrap Box using loops.
    When I tried to add the Wrap boxes as a child BP, I wasn't able to figure out how to nest the Button BP as a child of the Wrap Box BP.

    TL : DR

    How to I add a child to a child during nested loops? Also, how can I create a Wrap box and add it to the canvas at runtime ready to have children added to it during nested loops?

    #2

    I also want to know.

    Comment


      #3
      im not sure if i understand the question, but ive just developed this as my first unreal project after 3 months learning, so its quite possible. if this is what you mean i can explain to some degree how i did it

      https://www.youtube.com/watch?v=5Bupu8CXbPU

      https://www.youtube.com/watch?v=_4NnR0ygCJg
      Last edited by MarcusRivers; 01-22-2020, 08:23 PM.

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