Thanks for talking about that, you’re completely right, I’d just like to add those tiny issues if you don’t mind :
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We can’t make the widget “non hit-testable”, we only have 3 visibility options whereas in the blueprint interface you have 5 options. It causes issues when trying to add an image on top of a button for example.
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It’s a hassle to animate (and it’s 30fps limited)
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Calling player_ui.RemoveWidget() should hide the widget directly without having to call widget.SetVisibility(widget_visibility.Hidden) before
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player_ui.AddWidget() is extremely slow sometimes (up to 5s at game starts for some UIs), can we have a way to cache those ? what are the best practices here ?
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We need to generate and draw shared widgets on each players individually because 1 widget = 1 player. Shouldn’t we be able to generate the widget a single time and replicate it to all players for better performances ?