On the heels of our first support livestream, we are glad to announce next one, this time on UMG! Feel free to drop in and learn something with us. As mentioned, we are aiming to deliver one of these two weeks on **TUESDAYS AT 2PM, **meaning the next one will follow on November 4th. Don’t miss it!
**An in-depth look at UMG (Unreal Motion Graphics) UI creation and features.
**Tuesday, October 21st @ 2PM ET - Countdown]
**Chance Ivey - Community Manager
Nick Darnell - Tools Programmer
Matt Kuhlenschmidt - Lead Tools Programmers
Feel free to ask any questions *on the topic *in the thread below, and remember: While we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
EDIT: The Archive is now up on YouTube here](- YouTube)
I have question about projecting Widgets from world space coordinates to screen position.
I don’t want to draw them in 3D space. What I want to do is, to have widget like Health Bar or Floating Damage Text. And draw it over actor, which is in world.
Using Canvas it is fairly easy by using Project/Deproject, but when using Slate I hit the wall, when I just couldn’t get coordinates for each actor and project them to screen.
I hacked my way around, by setting coordinates trough AHUD, but it resulted in everything stacked on actor that happen to be last in current frame.
Is there any easy solution for UMG/Slate now ? Or something planned ?
What is the best way to achieve a typewriter text effect.(where text types out one character at a time) I’ve implemented this feature in blueprints using Strings and repeatedly setting the display text to substrings of increasing length of the source String over time. Is there a way to accomplish this with Text variables?
Is it possible to and if so what is the best way to create a list of buttons that can fire generic events/actions/functions?
What I would like to be able to do is to have a menu with various options that can fire functions in another class or classes.
Thus far I’ve followed this tutorial by Rama:
However his example requires the function of each button to be the same, and to be contained in the button itself.
What I’ve figured out so far: I set the button function up to fire an Event Dispatcher that my PlayerController class (where the menu is created) can listen to with a unique ID passed to the Dispatcher for each button. The issue is that the buttons are created using the Create Button function, and I obviously can’t put an event in that function and there’s no way for me to pass one in or out. I’m currently storing a reference to each of the buttons in an array when they’re created and binding the events in the Event Graph, which works but that seems a little messy. Is there a better way to do this that you’d recommend or does that sound right?
I have a question related to this as well – how can you store Button references in variables? I’ve been unable to create a button variable. It would be amazing to have a button array as well, but it doesn’t seem possible with BPs.
Can UMG widgets be used out in the world(not directly attached to the player viewscreen), and if so can you show a quick easy example? This would be things like a floating health bar on a unit/enemy, icons that float near specific points or objects, etc.
This would obviously be immensely useful for VR, too. I know that there was a post previously that the Unreal Engine team was working on getting this to work, but some general roadmap timeline might be nice!