Here are the 3 core BP nodes that I’ve been using to make of my complicated interacting UMG menus, including an in-game file browser and a menu that allows you to change the materials on any skeletal mesh, while in-game!
These nodes are available to you now!
**Get Widgets of Class**
Allows you to not have to store references everywhere to your widgets, making it easy to interact with the Player Controller and My Character blueprints :)
Also makes it easy to remove a loading screen after a level transition, without storing refs in Game Instance class
Remove Widgets Of Class
You can find and remove any widget any way, no matter where you are in BP! (here I am in the Level BP)
** Tip:**
If you make a general superclass for your widgets (Reparent to a blank UserWidget of your own making), you can clear your entire UI system from the viewport with a single call to RemoveAllWidgetsOfClass, supplying the class that is your super class for your user widgets!
So lets say you have 3 user widgets that you made, make a 4th that is blank, reparent your existing 3 to your new empty 4th widget (“WidgetMaster” for example).
Now you can just call RemoveAllWidgetsOfClass on your new 4th widget, WidgetMaster, and 3 of your existing widgets will be removed automatically from the viewport!
**Is Widget Of Class In Viewport**
Take action based on the dynamic lookup of whether a certain widget is currently visible!
No need to store refs or bools anywhere, just do a dynamic look up that is lightning fast!
♥
![9b7a621d3332fdafbe78b687447eb1c37f3f558c.jpeg|1035x750](upload://mbqdc9TTsCkJHaeTMyxg2GR6Hak.jpeg)
Someone else will have to let us know about that, I am too busy coding AI to try out the 4.7 preview, on a tight schedule but if anyone finds out if it works let me know!
**Using these nodes in my plugin you can now easily make your own translation animations for 2D games and UMG!
**
I realized the need for these animations while trying to manually animate UMG widgets in BP.
I am in process of submitting as a pull request for the main engine.
Thanks ! They just released Preview 2 of 4.7 so i’m going to give it a try. Kind of have to since i’m on a deadline too. Really appreciate the work you’ve for us!
**Using these nodes in my plugin you can now easily make your own translation animations for 2D games and UMG!
**
I realized the need for these animations while trying to manually animate UMG widgets in BP.
Using my new suite of BP nodes, you can create as many of your own custom config file sections as you want!
You can both create and retrieve ini variables with any name and fundamental type that you want!
**Supported Types:**
Bool
Int
Float
Rotator
Vector
Color
String
Why Use a Config Var?
Config vars have several benefits
Persistent data storage without using a SaveGame struct or GameInstance, store simple quantities of data and player customization way! Data is stored between level loads and even after the current instance of the game is shut down.
So in way config vars have greater persistence than the GameInstance class!
Player-Driven Customization, Players of your game can tweak the config vars that you make available for them on their hard disk, by editing the .ini file directly, just like AAA games! is the most significant advantage of using config files, and their real core purpose.
Simplicity, simpler to use than the BP SaveSystem (which is quite wonderful by the way), but not quite as powerful in that you can only store basic data types, not UObjects and Actors.
**Organization, **you can create as many config header sections as you want using my nodes, organizing your custom settings way!
**Game.ini**
of your custom created config vars and sections are stored in:
**Saved/Config/Windows/Game.ini**
Players can navigate to location on their harddrive to edit your ini files just like any AAA game would allow!
Here's what my **Game.ini** file looks like after running some tests!
```
[DebugWindows]
ConsoleWidth=160
ConsoleHeight=4000
ConsoleX=-32000
ConsoleY=-32000
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
StagingDirectory=(Path="E:/MYPROJECT_DELETE")
FullRebuild=True
ForDistribution=False
UsePakFile=True
UseOBB_InAPK=False
CulturesToStage=en
[Victory]
BoolVar=True
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
FloatVar=234.000000
```
**Now you have fully featured ability to use config variables entirely in BP!**
PS: Here's example usage!
![Usage.jpg|1280x960](upload://vJ8VyiQCZXj6G59JXlBNDrMdZow.jpeg)
Hi ,
i love your plugin library. It is possible to make a “get light brightness” node to detect the light levels on pawn or other actor? I found here the code.