UMG Documentation for 4.4 Preview

There is one more that I detected. After “Create Widget” i have to wait some time to be able to use it.
So I need short delay after creation to be able to access widget and to set some parameters.

Probably something pretty easy im missing.

Ive created a game menu in UMG, i can quit the game/resume etc, but i also need one that will re-direct to a character select menu.

How would i go about doing that?

Cheers.

What were you attempting to edit? Almost everything should work prior to being presented, but some things only function if the underlying slate object has been created (Which requires you add to to the viewport, or to a child widget).

Ok sorry it was my fault. Interface loaded faster than Pawn so I could not access right data on Begin Play.

Hi, UMG is really awesome :smiley: Thanks for that Tool

I got some Questions, is there a way to get the Current Active Widget? As example when my cursor is currently in the Username TextBox to get a Variable?
And is there a Function for the Tab Key to go to the next TextBox?

Thanks
Greetings
Cybergebi

Do not know why but “Insert Child At” index 0 has for me same result as “Add Child”. I thought widget should than take first position and not last…

Which panel?

Hmm…not efficiently, slate knows the native widget with focus, but we don’t have a way to know which UWidget has the focus. You can ask the UWidget if it contains the focus, but you’d have to loop over them all to find the one with current focus.

Slate already attempts to move focus in a simi-smart way when you press tab, though may not work on modal screens since the modal root is eating all the keys. May need to add some special logic there.

Vertical Box

Ah, right, so the underlying slate widget doesn’t support it yet on that one. Will work as long as you do it before it’s added to the screen, then it’s prepped before creating the slate widget.

Alright, thanks for the Answer :slight_smile:

Okay. But it will work in the future yes?

Probably :slight_smile:

I added a userwidget to viewport using UMG when begin play in an actor , It caused a crash in user widget , The viewport from worldcontext is null!

More info needed :slight_smile:

I added an widgetBp to view port,whick was call by Event begin play in actor, just like you guys did. It cuased a crash in AddtoViewport in UUserWidget. I checked the code in debug mode, The Problem came from code: Viewport = World->GetGameViewport(); Viewport is null, So it crashed in the next sentence.

Ah is the of running UMG code on a server?

You are right! , I used “run Dedicated server” before, now I remove the selection; It works! Thank you!

Hi everyone,

Apologies if has been answered before, but I’m having a hard time with setting up an event where a button has been pressed. Currently, OnClicked only registers on a press and release, but for the mobile game I’m working on, I need it to be registered on press in order for the controls to feel more responsive.

Can anyone point me in the right direction on how to do ? I see all of the User Interface functions on the graph menu, but have only seen them appear as functions and not events that can be attached to buttons.

Thanks!

@McSean In 4.4 the buttons don’t expose it, in 4.5 they have properties for controlling what constitutes a click, for touch and mouse.