Thank you
on mobile too?
Yes for mobile as well likely, I remember reading somewhere he (will) take care of atlasing internally so you donât have to worry about it. I just wanted to confirm that because of the warning message I get regarding the texture not able to be streamed. Perhaps that warning could have a little note saying : limitation does not apply for slate/UMG usage?
Should work on mobile as long as the texture compression is marked as TC_EditorIcon (aka Uncompressed)âŚwe really need to rename that. The atlasing doesnât happen just yet - Native slate does atlasing, but not with UTextures yet. Will probably work in 4.6/4.7 timeframe.
Hey , I completely forgot to tell you, my problem of white textures disappeared after NOT using TC_EditorIcon. might be completely unrelated to that problem of mine, but I thought it might be interesting to know for you.
I am stuck with the same problem. Say, I added a widget (horizontalbar->button) as a child to a scrollbox and want to change a textfield in the main widget when I click on it. How do I do that?
While using the progress bar I notice that it doesnât work the way I imagined:
http://puu.sh/bufRG/da464fd57c.
you see a progress bar filled at 60%. The progress code doesnât cut the fill picture, instead it stretches it within the progress bar background picture. Is a bug or is it a limitation requiring to design the art differently?
Sorry I forgot to mention Iâm used to scale UI pictures -1 to mirror them. It seems itâs impossible to do at stage. Is it something you plan to support?
Yes to the mirroring with -1 scale, render transforms are in 4.5. Also - I actually made some changes to the progress bar today actually so that it performs a clip instead of a scale to the fills so that irregular shaped progress bars would work.
Great thanks
Does UMG block click/touch inputs to other actors if a widget is visible ?
Thatâs what the Modal boolean is for, you can choose whether it does or not.
Is there any way to make the Uniform Grid Widgit to display borders for etch âboxâ in the grid?
Hi , Iâve something for you that you guys should think about. Mobile Specific:
Iâm using GetInputTouchState to control my weapon (aim). Iâve added UMG button (trigger shoot), and when I press the button UE4 will think that Iâm touching the screen, so I can shoot but canât move. It would be nice to have an option that buttons wonât change Finger Index. Or have an option for Get Input Touch State without Finger Index.
UMG for SWindow-like widgets
I apologize for the possibly trivial question, but I was wondering if there was the way to implement a kind of SWindow (Slate-style) by UMG.
A widget like could be useful to display multiple (moveable and resizeable) windows of units/cities on an RTS map, or simply to implement a couple of detachable toolbars.
If you know the âBartenderâ UI extension for World of Warcraft, you know what I mean.
At present it seems that the only way to go is by Slate in person.
Any suggestions?
Once we have named slot support (aka the ability to make widgets that can contain other widgets) you could probably do it all in UMG, though you can hack around it now by making a user widget that dynamically spawns a particular class of widget as the body and puts it into an existing widget. Or I would suggest just making a slate widget to do it and expose it as a new UWidget.
Hey ,
many thanks for your reply.
I already made something similar to the first option you suggested, as the second one is a little beyond my present knowledge.
Just scratching my head about how to mouse-move around and/or resize a widget already boUnd to viewport.
Thanks for your help.
Cross posting from the answer hub since thread seems most active regarding UMG development. Iâve started encountering issues with user controls added to widgets.
The short version is that Iâve been hitting the inability to save widget blueprints with them frequently. Iâm going to work around it by spawning the âuser controlâ into the panel I need at run time, but I wanted to mention it as it was a bit of a baffling problem for a while that took a bit of split half troubleshooting to figure out what I needed to delete in order to save in some rather complicated blueprints.
edit: FYI answered on the answerhub, it may be fixed in 4.5.
Hi,
I`m trying to follow 's advice about using the âGetOwningPlayerâ to get the Player Controller associated with the widget, but the Get Owning Player Controller node will only accept a hud class as a target input, so leaving it to self, returns an error.
Is there another Get Owning Player node specifically for use with widget blueprints?
Thanks
quick question. The UMG menuâs and HUD look perfectly in engine, in an outside screen as well.
However when using mobile preview everything UMG related becomes really really bright.