Hi.
I want to make text fade in and out when the text is set in a umg widget.
I know how to do this using aminations, etc. but usually i’ve used that to fade in the whole widget.
The text in the text block is set multiple times throughout the game with different text.
When it changes i want to add a fade but can’t figure out if there is an event triggered when txt changes.
I think you’ll want to make a widget blueprint function to update the target text, and use binding for the text property and opacity property.
Then, call “SetMyText()” on the widget, which should remember what text to display, and start a fade out.
Once the fade out is complete, update the value you return in the data binding to the next text, and start a fade in.
Why not animate the text block’s opacity then? You’re setting the text block’s field already - call the anim in the same widget. The animation even gives you the *onFinished *event.