So I’m trying to get my game out a little faster with all the “sunsetting” going on and decided to give a shot at quickly retrofitting and reskinning GFxUDKFrontEnd instead of making a UI system from scratch.
I started with what I saw here for adding new pages, a resolution picker and so on Editing GFxUDKFrontEnd to add system settings - Epic Games Forums
All well and good, except nobody bothered having the most basic Apply/Cancel system for these option screens, you’re just stuck with that Back button at the bottom and the Escape key, I can’t edit any .fla files right now so I figured I would just use an info dialog to handle the “Apply/Cancel” problem, triggered by pressing the Back button, as seen here:
The second screen, the info dialog, does not accept mouse input or react to the mouse cursor in any way, here’s the code used for displaying the info dialog:
local GFxUDKFrontEnd_InfoDialog ExitDialogMC; ExitDialogMC = GFxUDKFrontEnd_InfoDialog(MenuManager.SpawnDialog('InfoDialog')); ExitDialogMC.SetTitle("Confirm"); ExitDialogMC.SetInfo("Apply changes?"); ExitDialogMC.SetAcceptButtonLabel("Yes"); ExitDialogMC.SetBackButtonLabel("No"); ExitDialogMC.SetAcceptButton_OnPress(Select_Apply1); ExitDialogMC.SetBackButton_OnPress(Select_Apply2); ExitDialogMC.Outer.bCaptureInput = true; ExitDialogMC.Outer.bCaptureMouseInput = true; ExitDialogMC.Outer.bIgnoreMouseInput = false; MenuManager.SetSelectionFocus(ExitDialogMC);
This really ought to be fixable from .uc, which is why I posted it in this subforum, if anyone’s got an idea, I would appreciate the help.
Edit: i noticed i can still barely click on elements in the original menu under the info dialog… the mouse focus doesn’t travel at all to the info dialog, only the keyboard focus