Victory Panels
I just finished my Panel Element !
The panel is an editable list that supports scrolling, custom backgrounds, and animation!
**Packaging and True Type Fonts**
The video was filmed from an independent game instance run from commandline, the editor was not loaded :)
I have already tested that my entire Victory HUD Elements system works perfectly in a packaged game, including custom .TTF files (TrueTypeFont).
Slate works directly with .TTF files, so my Victory HUD Elements system can use literally any font that exists in the world that is a .TTF
Fully Editable
Each text item in my Victory Panel can be fully editable!
In this video I edit various entries whenever I want by pressing F2 ![]()
This is an option that I can easily turn off or on depending on the purpose of the panel.
Events are sent around in C++ and BP whenever an entry is edited so that action can be taken based on the user-input ![]()
**Backgrounds**
I use 3 layers of backgrounds in the video, all of them are optional, and can be added in code or via BP using a simple AddBackground function
So the panel can just as easily be used with a T2D or Material Image as the background :)
Scroll Indicators
The scroll indicators can be set to any image any time, and also Tint Color can be chosen / set at any time.
This is my “compact” mode, I will add a full scroll bar later, but wanted to experiment with my own light-weight scroll indicator system for panels with not too many entries.
**Scrolling Animation**
I hope you enjoy my scrolling animation!
:)
Localization (Multi-Cultural Text)
All of the text of the panel is FText, thus fully supporting UE4’s Localization system.
The core of the Victory HUD Element Text is an STextBlock, standard Engine Slate widget, with some surrounding superstructure for easily changing position and setting color.
So as UE4 Devs continue to update the STextBlock, my Victory HUD system will enjoy their beneficial additions ![]()
**Dynamic Update of SubElements**
The panel updates all of its subelements (text and backgrounds) when it is moved!
In the video I move the panel around to follow the cursor, and then continue editing/scrolling etc!
Animation
The panel can also animate!
In my Victory HUD Elements system, getting a new Element to support animation is easy!
Every animation tick event, such as fade, move, resize, is broken down into individual virtual functions.
So adding the ability for my new Panel Element to support Fade took literally about 3 minutes ![]()
This is the only CPP code I have to write to initiate the Fade Animation, using my Victory HUD Elements System
PanelDemo->Color.A = 0; //set alpha to 0
PanelDemo->AddAnimationFade("PanelDemoFade",2,1);//duration 2 seconds, fade to full opacity
Enjoy the Video!
Rama