Are there any hidden obstacles I should be aware of when implementing UMG UI for Android games?
Thanks
Are there any hidden obstacles I should be aware of when implementing UMG UI for Android games?
Thanks
lots of hidden invisible horses that are just waiting to kick you in da butt.
I list what i remember from my android fun times:
Sounds like a mess
So, is there another way of making UI for Android touchscreen ?
Yes there is. I found that easiest way is to make your own procedure that traces every touch location. Then tell buttons they are used or not used (but at that point its better to use your own fake button widget that just looks like button). But that should be only for game screen where you need to have game like gui. For all other things that need less of game and more of traditional gui UMG is better.
So i made my own touch processing for gameplay shooting and generally playing game. Then i use regular umg widgets for high score, nick changing, selecting items from inventory etc.
Btw. I really got stuck with finding out SCREEN location and dimensions for widgets. Maybe that is improved now since year ago. With that it would be much easier to make working GUI that reacts to all possible case with multitouch input.
Bottom line is that UMG is designed for single touch/mouse imput, it lacks when you can press 4-5 spots at once. But anything where you may expect single touch works fine.