Hi guys! I created this Widget Blueprint in UEFN:
I’m trying to show this Widget Blueprint, is there a way to do it? Or is there a better way to create a UI? Thanks.
Hi guys! I created this Widget Blueprint in UEFN:
I’m trying to show this Widget Blueprint, is there a way to do it? Or is there a better way to create a UI? Thanks.
HUD Message device and set the HUD Widget property:
Thank you so much! I’m literally blind I guess
This is what I am currently using, but how can you actually change the text of a widget in Verse? Normal UE5 you can add events to text and actually have a reference to the variable. How can I do that here in UEFN to change the text of my widget to something else? Thanks!
Anyone figured out if this is possible?
Hey! You can change the text and define widget interactions in Verse. Check out the documentation on creating in-game UI using Verse.
Yes, but then we can’t use image widget, right?
I want to have a custom image on UI and on top of that dynamic text, updated every seconds for example.
If I use Verse approach (as you linked), it seems impossible to have custom image on UI.
If I use old Widget approach, it seems impossible to dynamically update text.
That is a wrong answer which ignores the main topic. There is NO ability to change the text or any other widgets dynamically from a blueprint
ui widget, not even with verse.
You can only create a mixture of both. Static (blueprint via HUD) + dynamic (verse). However verse UI is extremely limited and requires a ton of boilerplate code to show it on screen.
But doesn’t even then blueprint always draw after verse, thus overlapping it?
Yeah this seems to be the case, struggling to find a workaround for this right now.
Verse UI doesn’t have an image widget currently, but it is something we’re planning for a future update.
Verse UI, as I linked in my earlier post, is a way to create in-game UI, especially one that you can quickly and dynamically update based on what’s happening in-game, and that document provides examples you can copy-paste to get started faster.
As for working with Widget Blueprints, I’m personally not familiar with that workflow but I passed your feedback on to the team.
The main issue with using Widget Blueprints and Verse UI together is Widget Blueprints always draw on top of any Verse UI as far as I can tell, so you couldn’t have Verse UI text draw on top of some Widget Blueprint image, which would be a great workaround for the current lack of Verse UI image widgets.
I’ve found a workaround to this by the way, if you draw your UI texture using a Post Process material in the PostProcessVolume, the Verse UI text will overlap on this.
Like somebody mentioned above, at the moment there isn’t really a way to do what you are asking, Verse UI doesn’t have images and Widget Blueprint for the most part aren’t dynamically modificable. There is one exception to that, and that would be the Popup device and its Template Override Class property and its Verse API’s functions SetDescriptionText and SetTitlteText. Sadly while this device’s widget is on the screen it consumes the input so the character won’t be able to do any action, additionally there are a couple of bugs in the current version for that particular workflow that we are working on fixing. On the other side, there are updates coming to the HUD Message device that would allow you to do a lot of what was mentioned on this thread.
If anyone is curious about how you will do it, check this video HOW TO GET CUSTOM UI IN CREATIVE 2.0 [NO VERSE] - YouTube, basically additionally to creating the Widget blueprint you need to create a specific ViewModel for it (CreativeModalDialogViewmodel for the PopupDevice case) and then bind that data to different elements in your widget. So for example, in the case of the popup device, if during runtime you call SetDescriptionText and/or SetTitlteText the elements that were bind to CreativeModalDialogViewmodel’s body and title should update.
Has this been added now?
yes, you can now use view bindings to modify the text in a widget. Also, the image widget has been added