How do you use the “Set” node for an image variable in order to change the image based on other conditions? When I try, the asset list comes up empty.
If the scenario I described is NOT how you use blueprints to manipulate image widgets, then please provide detailed instructions for the setup,
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Go to widget and add an image to it, then under the Appearance tab bind Brush to a function.
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Open up the bound function graph and drag the return value pin and choose ‘Make SlateBrush’
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Expand the node. On the bottom, you can see the image pin. Promote it to a variable then compile and set an initial image for that (this is the image you already have).
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Inside the HUD blueprint (where the widget is added to the view port), cast to the widget and by dragging off the ‘As Widget’ pin, get Image.
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A target node will come up. Drag again from the target this time and choose ‘Set Brush’ node. Just like in widget, choose ‘Make SlateBrush’.
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Expand it and promote the image to a variable (like what you did inside the widget BP). Click compile and set an image for the variable (this is the image you want to have).
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You are done.
It appears a little complicated but the logic is just like any other variable.
Regards,
Hello AAA Games,
For this using Texture2D. There simply example in below.
