I’m trying to do something I’ve done many times before in other UI systems using just a few settings and checkboxes, but which does not seem to be anywhere near as easy with Unreal. Hoping someone can help.
I’ve got a widget which contains, essentially, a single image object (which it alters, though that’s not the point of this).
The problem is it’s a sub-widget, many copies of which I’ll put into a master widget. The problem is I want the image to automatically be the same size that each instance of it is set to.
So if I make one of them 32pt x 32pt, the image should lock itself to that size, ignoring uniformity.
If the one next to it is 64pt x 48pt, it should change to that.
Is there a way to (a) get the size of the current instance of a widget from within its blueprint code, and (b) change this when the object is rendered? I’m guessing in the case of this the Event Construct is best place for it?