Responded to your thread as well, but see post for details:
Yes, you’ll need layer a couple of image widget using the Overlay panel. Image widgets / Slate brushes have tiling rules you can set.
Not yet - we’re working on a method that will allow you to put a widget on a surface in a world specified by a Component. First iteration will use a render target internally, future iterations will hopefully render directly to the back-buffer.
Can do it now, you can use a regular textblock and enable automatic word wrap, I think it’s in one of the advanced sections in the properties.
Hey, it sounds like the bug that causes the game to lose focus after removing a widget from the viewport is already a known and already resolved. We’re trying to track down the specific CL that includes fix but haven’t had luck finding it in the descriptions.
Could you could help narrow it down?
Thanks!
I don’t think it’s a specific CL, I’ve been doing a lot of rewrites in that area, and fixed it by happenstance over a series of refactors.
Thanks ! Looking forward to 4.5
Are there any existing resources that tell you step by step how to be ready for localization?
I’m building my menu system, which should (hopefully) be the only part of the game that requires localization. I’m building it in UMG currently. How do I set up my text so that all I need to do to actually localize is hand someone a text file and receive a text file back?
You are correct. Not sure how I missed that one. Thanks!
Hi ,
I’ve a question/ request about using atlasses in UI.
Basically in Sprites there is an atlas editor where you can set U/V/etc. It would be great to use editor for Slate Brushes. So you can import one texture with all of your UI elements and then create brushes that will edit atlas, and you can use it in Widget Blueprint as image or something.
Is something like planned for UMG?
Basically when you are working on UI in Mobile you need to have one atlas texture with all of the elements because having everything in separate textures will increase your memory usage a lot.
Probably not - it’s not a good workflow to have to manually specify UVs in an atlas. What Slate does currently is it takes the images and places them into an atlas at runtime. We still need to improve the pipeline for UMG so that it can do the same with UTextures, and additionally do something at cook time and use some cached atlas instead of doing it at runtime.
Thanks!
so works in 4.4? Or it will be available on 4.5?
After 4.5, not sure on the exact time frame - we’re still working on a UMG roadmap.
Thanks for info.
Another question - when I will be able to rotate images in Widget?
Yes, we’re adding render transforms now.
Sorry for bothering a lot but I’m trying to plan something .
You think that transforms will be ready for 4.5?
Again - thanks for answering, it’s really helpful!
Yes, though the manipulation controls may leave something to be desired.
Hey ! Thanks for the awesome thread! Really quick question for ya: are you guys planning on having controller support in 4.5 or is that still down that road a bit? Thanks!
I will try to give you a example. Imagine fighting game - like Mortal Combat, where you have two health bars. Currently in UMG we need to create two textures: right hp bar and left hp bar (for both of the characters) What I would like to to is to create only one texture and rotate it in UMG Widget. Hope is what you are working on!
,
I have a couple suggestions to help improve workflow with the Uniform Grid Panel.
- Add the ability to auto generate the grid size from an int.
- Add children widgets to the grid at specific slot locations.
Use Case: On construct, I’m trying to populate a uniform grid based on the contents of a specific array in the level. So the grid size should accommodate the array length and then create a new child widget for each array item, located at the slot matching the array item’s index. The closest result I can get is to pre-define the grid size with a single null item placed at the highest value (ex: 2x2 for 9 items). When creating new child widgets within grid, they all pile on top of each other at 0x0.
Is anything like currently possible?
Thanks –