First “get player controller”, at return value connect that to “Get HUD” then connect taht from return value to your cast
When I change the font shadow size and color I don’t see it but it’s clearly doing something since the text shifts to the left. Is there sometging more I need to do?
Thanks, I didn’t actually need the HUD at all, was just trying to get the player controller that the widget belongs to, and now I know that the getowningplayer() function is a node called “Get Player Controller” in the “Player” category ( node returns the PC associated with the UMG widget, and its target field accepts a UIwidget), and not “Get Player Controller” in the “Game” category, which returns the PC of a specific player index.
What threw me off was looking for a node containing “get owning”.
Thanks for putting me on the right track.
So I started to write a bit of HUD today and I really need a lot of projecting, but I couldn’t get it to work with UMG.
I have simple text projected in C++ using canvas and that works well, but I need a bit more UI than that.
What is the best way to project Widgets using UMG?
Really love thread!
However I am stuck at a pretty basic problem right now. As far as I have understood, you guys call function in other blueprints through Blueprint Interfaces, right? If that´s the case, would somebody be so kind to walk me through how to achieve ?
How I do it:
- Create Interface Blueprint + add the function.
- Implement Interface in Widged Blueprint aswell as the Blueprint I want to call the function in
- Modify the function in the called Blueprint to let´s say Print String : “Hello”.
- Create a Variable inside my Widget, which inherits the Blueprint
- Call the function through an onclicked Event of a Button inside my Widget
- Set the Target of the Interface Function to my Blueprint Variable
Is that right?
Thanks in advance!
Not on topic but just to let you know that your name is my all time favorite comic actor. He is simply the best. In case it is you, great to see you using “tinternet”
Have you changed the opacity? Shadows default to 100% transparent.
For the buttons, I can see “On Clicked Event”, but no “On Released Event”.
What is the way to detect button released event ?
There’s no such event in Slate. In 4.5 it will be more evident, but you can configure what signifies a ‘Click’, touch/mouse down, and touch/mouse up can both be configured to signify a ‘Click’. The low level events, mouse/touch down, mouse/touch up, mouse/touch enter…etc are not expose at an individual widget level. Currently you have to make a custom UUserWidget that handles those kinds of events.
What’s the goal you’re trying to achieve?
I need to perform actions for button clicked and released cases.
I see that the “border” widget implement “On mouse button up” and “On mouse button down” events.
I will try with “button” wrapped in a “border” to catch border widget events.
Won’t work - The button grabs mouse capture and consumes/handles the events and so they’ll never reach the border. You’ll need to do something totally custom to get what you’re looking for. Also the released event for a click, is click by default, because by default all buttons are Down and Up to signify ‘click’.
Custom Widget is the best and proper way, but I have not the time for . Just make a fake button with only the border widget, it’s sufficient for my needs. See later for improvements. Thanks
Hello,
could anyone explain me how to make a scroll menu. I know I can add an existing widget inside a scrollbox and that will be the scrollbox. But how do I do that?
Hello , I’ve heared there are some difficulties with 4.5 and as result you guys are branching out features, is umg part of the problem or is it something else such as the hot sc reloading causing trouble?
Someone could do the Material of the Energy bar Like as was done in the tutorial material.
I tried everything even copy a straight face … just like most … does not work the material is shining madly however does not work.
someone help me please.
For already do not know what to do.
And sorry for my english
Perhaps try plugging the Alpha channel (bottom white pin) of the Texture Sample into the Opacity Mask
Hi , is the server browser implement with something you did in C++?
Like do you actually have a place to fetch server, or just a proof of concept?
Hey Penguin, no it sctually works. It is currently the main way to playtest my game.
I fetch my server list from Parse.com
@bigzer We always branch before a release so that we can stabilize the build that’s going out.
@recapix Materials on slate don’t go through the deferred rendering pass, so no post process will be seen (hence no glow). So the preview window is currently not an accurate example of what will happen when that material is applied to a UMG widget.
If someone could make a Healt Bar in Circular format like the one shown in the main example could give me a hand … please …
I tried everything nothing works