Hey, I’m new to Unreal Engine, but this is how I understood it works:
- Create an UMG blueprint for your widget, I called mine
UMG_SliderBlueprint
- Drop a slider on it, in the
Designer
view, I renamed it toMySlider
- Switch to the
Graph
(blueprint) view - Create a new Event Dispatcher, I called mine
MySliderChanged
- Select your Event Dispatcher and add a
Float
input in the Details tab, I called mineValue
(how original!) - Now add
Call MySliderChanged
and hook it up
- Compile the blueprint and after that open the level blueprint
- Create the widget and add it to the viewport as usual.
- Next add the
My Slider Changed
binding and event (you get them both if you chooseAssign
) - Hook up the blueprint, and e.g. display the slider value every time it is updated
I assume you already set the input mode, and show the mouse cursor, so you can actually change the slider. This should be a fully working example of what I understood you need. As said, I am new to Unreal Engine, so if there is a better way I would love to hear about it.