Automating button creation workflow

Right so I’ve been working on a Sword Art Online clone for a couple of days now and as I was getting further into the blueprinting for the UMG based menu I hit a steep learning curve and need to know a few things.

First of all, as you can in the image below I have some already created buttons. They work perfectly. However the process to create them in photoshop and then import them and tweak settings for hours is very tedious.

The first three buttons are done manually in photoshop.
The blank button below those is what I need help with.

What I want to achieve is to add some sort of variable to the blank box so it has a preset ability to attach an image from the details panel. This image will then be placed on top of the button in the exact dimensions and location specified.
I thought adding a horizontal box to the button and then an image would be straightforward but I’m only confusing myself more.

If anyone has a clue what I’m talking about please help :smiley:

I’ll add this in quickly, here is a video of the menu functionality:

When I mean adding an image to the button, I mean the logo for whatever type of button it is, just like the first three on the image in the first post.

You can create a smaller widget that can be included in a bigger widget.
That widget can have parameters such as “icon asset” and “name.”
You can then reference that widget blueprint once for each button.
Even for your “manual” buttons, making sure you have the font for the text, and each of the icons as a separate icon resource, will save a lot of time.
The smaller widget will typically use some kind of layout (a grid layout, for example) where the icon and text components are put in.

Fantastic. Exactly what I needed to hear.
Thanks for the answer jwatte, I’ll start experimenting now! :slight_smile:

Okay sorry I’ve hit a roadblock again.

I’ve created a new blueprint which contains exactly what I need to display on each new button I create.

The problem is I can only edit the text from the new blueprint text field rather than the text field on the button in the menu blueprint.

Any ideas?

Edit I could indeed create multiple versions of the new button style but I feel that’s counter-intuitive to the system I have been working for today.

Double edit I ended up doing what I said in the first edit. It’s actually much quicker.

In general, go to graph view and add properties to your widget for things like text and icon.
Then bind the icon/text of your sub-widgets to the values of those properties.
That way, you can edit the properties from any place that widget blueprint is used (as well as procedurally fill it in from code if you want.)