The content of the image is my idea, but it is not implemented, the variable value does not change after pressing the button, how can I change it?
hi there,
try cast to all widgets with class name.
Also if you are a just starting out it may be a better idear to have the print the string from the widget as example below.
Sorry, I didn’t understand what you meant, but you can see my production process
here is what to do:
Thank you for your help, but this is not what I want, what I want to achieve is to change the variables of the widget blueprint with the button of the editor utility widget
How do you know it’s not changing? It’s changing, but Print is not working because we’re in an EUW. Instead of printing, test with a text block.
- in the widget you’re creating:
- in the EUW:
hello there, Im not sure what you mean but if you want to be able to change vars for your game while in game I would just make an in game widget and just delete it when your are done testing. It is just like a widget in game and string should work (Make sure Screen messages are on for strings to show)
I can see what you mean, but if I want to use the EUW button to change the UMG widget, how do I do it? As in the picture, the red Image of the UMG is hidden with the EUW button
Not in a widget, but with a widget to change another widget
Hi there. If you want to change other widgets values I would recomend using an in game widget as it will be more smooth and you can use it once you have packaged your game for testing. Most games use widgets that do not end up in the game on launch for testing. Just have them on a key bind and once you are done with them just delete it from the game or disable it if you need it for later.