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    #16
    Originally posted by Rudy Triplett View Post
    Hello Vipar,

    If you are looking for a simple button click and hold that you can apply to the screen I have an example that you can try. This example may be viable depending on your needs, if I understood what it was that you are looking for. I hope that this information helps.

    Example:

    I have created a new widget blueprint and I have simply added a button to the designer tab. I then created an OnPressed and an OnReleased event for this button. From there I used a gate to open and close a loop that runs as long as the button is held down. The print string in the example is where you would run the desired function. The delay can be altered to fine tune how quickly you would like the button to repeatedly fire off while the button is down.

    [ATTACH=CONFIG]49133[/ATTACH]

    Make it a great day
    Nope, Infinite Loop just like when I tried this before.

    In the Character Blueprint (Spaceship) I have this:
    Click image for larger version

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    In the UMG Blueprint I have this:
    Click image for larger version

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    As Soon as I press the On Screen button, the game instantly crashes with an Infinite Loop error.

    Comment


      #17
      The Delay is critical to preventing it from looping forever on a single frame.

      Comment


        #18
        Originally posted by NickDarnell View Post
        The Delay is critical to preventing it from looping forever on a single frame.
        Okay, that seems to work.

        Thank you for the help. I may seem somewhat angry from my previous posts, but know that it's frustration over not being able to do what I needed to do. Considering how easy it is to do so many other things in the engine, this just stunned me.

        Thanks again.

        Comment


          #19
          Hello , I have same problem, been working on it since 2 days ..
          here are screen shots
          Click image for larger version

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          Click image for larger version

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          I have created Object Reference of PhysicsBallBp(BluePrint Pawn class) in HUD(Widget Blueprint Class)
          then i use its event to be executed.
          i dont know where i am doing wrong.. kindly help
          Attached Files

          Comment


            #20
            Originally posted by atharstar View Post
            Hello , I have same problem, been working on it since 2 days ..
            here are screen shots
            [ATTACH=CONFIG]50361[/ATTACH]
            [ATTACH=CONFIG]50362[/ATTACH]

            I have created Object Reference of PhysicsBallBp(BluePrint Pawn class) in HUD(Widget Blueprint Class)
            then i use its event to be executed.
            i dont know where i am doing wrong.. kindly help
            Would have been better if you made your topic on this.

            Comment


              #21
              I have did , thanks for your consideration.

              Comment


                #22
                You can lay out the template?

                Comment


                  #23
                  Isnt it wrong to influence gameplay using umg's? Ive definitly noticed differences compared to pressing a real key rather than a button. umg's are designed for UI. Using it for gameplay is not the most optimal way if you want the fastest reaction times.

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