Here’s my plan: Upon level completion I want to have several lines of information displayed to the player with a delay between each item. Right now, I’m thinking of creating an event to fire in probably my Level BP that will contain references to different bool values for the lines I want to display, then bind the Widget items to those bools. Sound about right? Or is there a better way?
Thanks!
Also, most of my visibility bindings look something like this. Just want to make sure I’m going about this the right way. Everything works as expected, but don’t want to find out down the road that I’m WAY off on how I should be doing this.
Hey Mbublitz!
If things are working for you then there doesn’t seem to be a reason for change. But for a different route, I would go about creating a UMG widget with a Vertical panel (Child of the default canvas panel) which I would then feed in X number of child widgets which have the information you would like to be displayed (Create widget node > Set information you would like to be displayed > Add widget to Vertical Panel). This would also allow you to dynamically change the how many lines and/or what information you would like to display without the fiddly process of adding/removing bools or referencing specific rows, information, etc.
Interesting! Hadn’t thought of going that route. I like it!