Change values by dragging the pins (Value slide) - usefull for configurators
Animated set values and normalization scale with multiple ease types
Highly customizeable to fit every type of project
Completely written in C++ for best performance
Usable with UMG/Blueprints/C++ and in pure Slate (Style based)
Easy to use
Use multiple value layers to compare before and afters values or (for example)
Display Icons, Label Texts, SubLabel Text (for example to display the current value), and Label Backgrounds
Use color coding to make the graph easier to read for the user
The base and every value layer has it’s own appearance & interaction settings
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Changelog: v3.0.5 (12.06.23)(Only for UE5.2)
Updated links to the forum and contact
v3.0.4 (12.06.22)(Only for UE5)*
Fix for when values were updated it showed the default values instead of the updated ones. (Occured when "Wrapped inside Invalidation Panel is true and placed inside Scalebox Widget)**
v3.0.3 (28.05.22)(Only for UE5)
Fix for pin-dragging beeing not compatible with custom normalization scale
v3.0.2 (28.05.22)(Only for UE5)
Added functionality to override the normalization scale per segment (The functions “Set Normalization Scale” and “Set Normalization Scale Animated” will also have no effect on segments with overriden normalization scales!
v3.0.1 (07.04.22)
Add support for Unreal Engine 5
Fixed naming conflict with ERadarChartColorOverride when exposed to python (only appeared when packaging a project)
v3.0.0 (31.12.20)
Full refactor of the code Caution: Not compatible with previous versions, [adjustements needed ]
MUCH more customizeable to fit everyone’s needs
Mouse Input support for: Labels, Values, Pins
Possibility to modify the values by Mouse dragging (nice for configurators)
Automatic value-normalization
New Layouting capabilities
Ruler added
Better functions for settings values, with animated transition
Superiour example project, now usable as learning resource
v2.0.2 (03.09.20)
Changed to use non-unity-build (bUseUnity = false) and IWYU
v2.0.1 (28.07.20)
Fixed crash when hot reloading.
Only occured if the plugin was moved to the project’s plugin folder and then compiled the project inside VIsual Studio while the editor was running. Cause was the use of ConstructorHelpers for the materials, was changed to LoadObject instead.
I opened up my old project this morning and just found that nothing worked anymore. Have you made some major changes to “set values to layer”? That node does not work anymore
I’ve bin trying to trying to access TArray<[FRadarChartSegment] from RadarChartWidgetRef->Style-> array.
However there is nothing i can access from GetStyle. I’ve attached a screenshot so you can see what I mean. How do I access the FRadarChartSegment array?
@ERICPIERRKARVAN Sorry for the very late response, the forum just didn’t notifiy me that there was a new post.
Just break the RadarChartStyle, and activate your desired pin in the details panel. (Be sure to get the style as reference or changes won’t be applied)
Hi @thelazylion, I’m afraid I’m not able to provide a version for the UE5 preview. As this is a code plugin I rely on Epic to compile missing platform binaries to guarantee compatibilty on all platforms.
Besides that it’s never a good idea to switch to a preview version for projects in production.
Get the style of your chart and resize the segments array (if that’s the only thing you want to do, or get the segments array as REFERENCE if you want to modify the appearance).
Match the values for the value layers to be be the same size as the new segments. If a value layer has not the correct size it will not be visible.
Example change of appearance: show the icons
Force rebuild the chart (slow operation as it rebuils every widget, do not call that function every frame as it gets unstable because of caching etc.)
That function call is necessary if you modified the segments or made a change in the appearance that requires adding/removing widgets (e.g. icons, text, …)
Make simple changes in appearance; colors, textures, offsets etc.
Remember: always “get as reference” or call “set members in …”
Also now running into an issue, before it wasn’t, but possibly 5.01 introduced this, but I can no longer package a project including this plugin due to the following err message.
@thelazylion Hm this seems odd, I packaged my project for Android + Windows (with UE 5.0.1)) and no error appeared. Can you provide more information on your project?
Is it a BP only project or a c++ project?
Did you delete Intermediate/DerivedData/Build/Binaries folders and then tried to repackage?
What platform and what target build did you try to package?
Did you try to check “full rebuild” in the project settings->packaging?
Does this error also occur on an new/clean project just with the plugin enabled and a chart widget created at level start (so it gets cooked)?
Because I have difficulties reproducing this error on my end.
Tried it now on some pure bp projects and c++ projects. Fresh/clean ones and also the provided chart example project, but never got any errors.
Neither in development configuration nor shipping.
Because that’s a linker error:
If you have a c++ project, you need to add dependecies inside your projects build.cs file. (only if referenced inside code though)
Or you may forgot to include a necessary header somewhere in your code
Or you could also try reinstalling the plugin, maybe something got corrupted whilst the 5.0.1 update (maybe in the cleanup phase, as 5.0 had an bug too, where installing a code plugin getting the whole engine corrupted, which got fixed with 5.0.1)
The plugin uses only unreal’s slate architecture, so I don’t see a problem here. But Epic removed the html5 support a while ago, meaning they also did not compile the binaries on their side for the marketplace. It should be possible to compile them on your end, if you use a c++ project, because the source files are included.
Though, I did not test it, so no guarantees!