I’m not very familiar with widgets in Unreal, but I think it’s more for creating user interfaces and stuff? Sorry for my ignorance.
My idea is to start with a 3d object of a traffic sign, put an “empty” base texture on it. And when you place the signal in the level, you can select which icons to put in each “Image parameter 1, 2, 3…”
I’d do it with a widget (think of road signs as of UI for the driver!) because of the incredible flexibility and ease of use when compared to doing it purely in material. Just doing text in material is somewhat nightmarish…
Would a setup like this work for what’s ahead of you:
The bast part is that is that once you have a widget, you still get to choose whether you want it as a plain widget component (as above) or something more complex since you can pull it through a Retainer Box and use it as actual texture elsewhere.
I have spent some time to learn how to do the widget, because I had no idea xD.
And I got this, but I’m not sure how to apply it to the actor on the scene. (The signal Static Mesh has configured to work with the texture 90 degrees rotated so I have rotated in the widget?)
I have spent some time to learn how to do the widget, because I had no idea xD.
This is actually impressive, UMG is a beast.
You should not be applying the widget as the entire texture for the sign. This would be very inefficient and difficult. Leave the static mesh as is. Attach a widget component to the mesh and apply the widget there.
You should not be applying the widget as the entire texture for the sign. This would be very inefficient and difficult. Leave the static mesh as is. Attach a widget component to the mesh and apply the widget there.
So I’ve added the widget component to the mesh but I can’t find how to apply my widget there. Sorry for my ignorance
I cut that bit out of your texture and used it as backdrop.
Sorry, maybe i’m dumb but I cant find the Widget Class you mention. I’ve tried with “Widget” and called customWidget (like in the picture) but I can’t see anything for setup my widget here.
This will need extra work. I did not post any detail as I was unsure whether it was something that would suit your needs. If you think this kind of workflow would work for you, I’d be happy to post the way to set it up. Do tell.
Call this event in the Construction Script as well. The texture and text variables in the 2nd pic are flagged as Instance Editable - this way they show up after the actor is selected in the scene.
There’s a couple ways of doing this, hopefully that’s good enough.