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Getting Input from Action Mapping in User Interface Widget

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    Getting Input from Action Mapping in User Interface Widget

    My plan was to create an action "MenuBack" in the project settings -> input (DefaultInput.ini) and map it to "Escape". But it turns out that Actions are not accessible from User Interface Widget blueprints. What is the best way of accomplishing that?

    The only thing I could think of would be to handle the Action Event "MenuBack" in an Actor blueprint, and then find a way to pass it to the UI. But that seems questionable to me, so I wanted to check if there's a best-practice how to do UI input.

    #2
    Characters and controllers accept input by default. GUI/HUD blueprint should be just visual feedback to players and not process any logic.
    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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      #3
      create a custom event on your UMG. From your player controller or character (or wherever you are creating the UMG), you can call that custom event.
      Tracey White - Senior Design Visualization Artist / PC Game Enthusiast / Drummer
      My Maze Game development video series
      My Maze Game Blog

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        #4
        Thanks, this works. I'll try to keep all logic in the Actor and remote-control my widgets from there.

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