Am not finding UMG very easy to work with.
Am constantly dealing with crashes and unorganic workflow.
Am not going to put all the blame on Epic, but in all honesty it making me very frustrated. (And i want to yell at someone. :rolleyes:)
Now I think what a UserWidget needs most of all is something like “On User Widget Show Changed”.
Also some way of telling when the Widget Owning Controller and its Controlled Pawn first becomes valid after construction (on spawn).
Event/ state for when a widget is destroyed, and event for when Owning Controller and Owning Player pawn gets invalid.
Also I very much like to see some more documentation regarding C++ side of things and docs in general.
I think more panel widgets should be available, I don`t get way there is no templates.
e.g: Template Main Menu, Template Option Menu, Template Inventory, Template Pause Menu.
Also when trying to make anything in the UMG Editor I find that layout`s and sizes always gets messed up.
I think is very confining and I feel I need to “hack” the thing in order to get things placed where I want.
Also seems the more stuffs added the more unstable it gets.
I think a lot of nodes makes it just a hassle to use it needs to much casting and getting just to get to something as simple as Set Row in a grid.
They should be simplified in my opinion. (Way stick to the “Slate way”, when i use UMG i don`t want to deal with slots and all that mess.)
Also what happened to Widget Switcher in 4.6 there is no longer Add Child At node?
Am sure in 5 minutes after I post this I will find something else I would like to add here.
But I just like to say that my experience with UMG is bad, and am not sure if its just me or what but I hope you got something planned soon.
Because right now, I can
t stand UMG and how its workflow, blueprint nodes, Code Support is. I cant count the amount of bug reports I submitted since it`s release, in short unconstructive words I hate it.
Thanks for reading.