How do I show in a text box of a blueprint what I have written in an editable text of another blueprint?
Suppose the editable text blueprint is called 1 and the other blueprint is called 2. I need to know which nodes to use and how to join them. thank you.
¿Cómo muestro en un cuadro de texto de un blueprint lo que he escrito en un texto editable de otro blueprint?
Supongamos que el plano de texto editable se llama 1 y el otro plano se llama 2. Necesito saber qué nodos usar y cómo unirlos. gracias.
It depends. Are both of the Widgets on the same map?
If not, you can save that text from the TextBox inside your CustomGameInstance as a variable type Text and get it later on the map you need.
If yes, is the Widget with the TextBox creating the new Widget? If yes, then have in the Widget with the EditableText a variable of type Text “TextValue” and make it Instance Editable and Expose on Spawn, and when you call Create Widget set the value from the TextBox as input for “TextValue”.
If no, can you pass the reference of the Widget with the TextBox to the one with the EditableText? If you can, then you can get the TextBox from that reference and then the value. If you can’t pass the reference, then do like above, save that value inside the CustomGameInstance or GameMode, or PlayerController, which one is better for the situation you have and get the value from one of those.
First of all, thank you for answering, I’m new to this and I don’t really know how it works. I’m making an aap for android and I only work with canvas and blueprints widgets, I’ll leave you images of what I’ve done to see if you can guide me. I’m sure it’s very easy for you but I’m going crazy trying to find the solution… thank you.
Being in another language than english doesn’t make it easier, but all I can see from that is that you have two Widgets, but not how they are connected one to the other.
What is the order that they are appearing? How are they going to appear to the user? Does the user have to press a button and one of the widgets is going to appear, and after that he has to go back, and press on another button for the second one to show?
Right now I don’t see any relation between the two of them. We need more details to know what you want to do.
Well there are a few thing that you got wrong in your explanation about your Widgets in the first place:
Your “BlueprintHECHICERA” doesn’t contain a TextBox but rather it contains a simple Text. In a TextBox you can write something (if it is not readonly), while a Text will only show some text
Your “HOJA_DANTOS” doesn’t contain a EditableText but rather a TextBox
So I’ll make the assumption that you actually want a TextBox inside your “HOJA_DANTOS” where the user can write something, and then that text to be showed inside a Text in “BlueprintHECHICERA”
Go inside your “MENU_PRINCIPAL”, and do the following:
You can move that bind call where ever you want and add any checks you need, BUT it must be in a chain of calls off of Event Construct inside the “MENU_PRINCIPAL”. Also inside “BlueprintHECHICERA” make sure that “salida” has Is Variable checked.
With the code that I showed you when the text is committed to the TextBox “HOJA_DANTOS” / “entrada” it will then be set as text for Text inside “BlueprintHECHICERA” / “salida”.
Hello again friend. I have checked what you told me and I have tried to follow the steps, but I think I am still missing something, because it gives me an error and does not let me join the red dot of the custom event with the red dot of the “unite event in committed text” node. I’ll leave you more images, let’s see what I’m missing. Thank you very much, I hope it is not a bother for you.
It was that!!! Now what I write in the editable text is reflected in the other blueprint!! Thanks a lot! If I can give you a positive like somehow let me know.