Multiple UI Buttons Selection

Hello everyone, I want to create an architectural game in which the user has multiple options for making the 3d model design by choosing some of the features in the game.
so here is the thing HOW CAN I SELECT MULTIPLE BUTTONS means I have multiple options so how can I create an interface in blueprints so that as the player clicks on generate that specific level open

Here are my UI and the idea …



Hello!

When working with UI and UX, the terminology is very important. You use different elements / controls / widgets (Yes, they have many different words) for various things.

There are buttons, text, input boxes, panels and grids for sorting and other things. I believe you are looking for something called a ComboBox. It is a button you can press which gives you a dropdown menu of items to select.

Please let me know if I am on the right track, and add some more information so that I can help you further! :slight_smile:

yup you are right @EliasWick but the thing that I want t achieve is a little bit different …so as I click the close button of plot size the dropdown shows and as I click to select. Still, the thing is I want the select button to specify which button is selected, and after all, selection as after I click generate button I want it to open that desired specific level.

Is it possible to do this with blueprints.???
here is the gameplay of my project

I see!

If you want to generate buttons and hide them using a button it isn’t too difficult. Here is a post about it: How can i add buttons dynamically on my UMG Widget?. There are plenty of tutorials online as well.

If you want to generate buttons you can use the Button Class with the Class of Button to then construct the Button and add it to a panel in the widget. In this case I have a VerticalBox Panel which I add the button to. You can use the style to modify the buttons look and add further widgets such as text, etc.

The method I linked from the other post is great if you want to add a custom widget or a widget that has a particular style already setup for it. Basically it allows you to “import” an already made button, instead of constructing a button from the base class.

When you work with combo boxes, they generate content based on this array:

image

Each entry can be just a string (but it can also be a full widget!). When you generate, read what the combo is set to:

How you want to parse the resulting string is up to you; here it is a map association.


This can be made better with enumerators the combo box’ children employ as it seems like breeding grounds for typos.

thanks @EliasWick for your help