How to populate widget scrollbox through blueprint?

I have a scroll box
24-08-57

I want to populate it with horizontally aligned sliders
24-08-58

One for each bone in a skeletal mesh.

Basically what I want to do is this (note comments):

But I have no idea how to do it.

  • create a user widget with a native Slider, exposed instanced editable Name variable and an Event Dispatcher:

  • ensure the UI knows how to add those sliders to a container, and returns a reference:

  • create the UI, have it make the sliders, bind to an event:

Almost shipment read:


Hope that’s close enough to what you asked.

2 Likes

yes, thanks, that’s exactly what i needed!

Although it turns out scaling skeletal mesh bones is trickier than I expected, looks like i’ll need to interface with the controlrig to do it :thinking:

Unless poseable mesh can be 1:1 used like a skeletal mesh but just has extra features that is, i don’t know anything about poseable mesh.

1 Like

I know so little about characters. Learnt about the posable mesh today, doing the above. I kid you not.

1 Like

I figured out a way

AnimBP AnimGraph:

AnimBP EventGraph:

ControlRig:

Blueprint:

Then I just call that update bone scale event when i want to change a bone’s scale and feed it’s input the bone’s index and the desired scale.

I wanted to try to optimize that controlrig part, going through a for loop to set the scale for each bone individually on each animation solve seems like a really inefficient way to do this, i wanted to try using the set transform array node instead but couldn’t figure out how How to edit transform array in controlrig?

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