How to use UMG Blue Prints in 4.3?

I want to try UMG in 4.3, but how to use wiget blueprint ? Widget Bp is not a component like in 4.2?

Correct, widgets are no longer actors. They need to be spawned using the Create Widget blueprint function.

Hi Y-Jinzer,

As I just tried to figure it out by myself, here is a screenshot from a working setup :slight_smile:

I know it is in development but i want to check if others also have this problem: When i create a button in a widget and i hook everything up like the screenshot above… most of the time the button is not responding when i click on it.

@Nique How are you checking if the button was clicked?

@Nique If it’s the same way as here https://forums.unrealengine.com/showthread.php?8453-UMG-Unreal-Motion-Graphics-Early-Stages-and-Impressions&p=109055&viewfull=1#post109055. That’s why it doesn’t work, IsPressed means (Is the user actively pressing the button), if they pressed and released it in a single tick, that value may never be true. The double click thing turned out to be a bug in the slate button that I will now be fixing :slight_smile:

The proper way to get clicks from UMG buttons is to use the OnClickEvent; I’ve got some screenshots up here, https://forums.unrealengine.com/showthread.php?25533-UMG-Documentation-for-4-4-Preview

Cheers,
Nick

Thanks DrDiggOR! I worked it out.