@bigzer, can you try using an overlay? So, the parent is overlay, and it has an image ANd a textblock as children. That’s how I do it.
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I’m trying to create a minimap. Can UMG take a render target img?
Edit: http://i.imgur.com/4rcsmic.jpg I got a basic minimap setup, I just don’t know how to add my view to it. Or how to calculate how far the camera should be to capture everything and how to change buildings and units to icons instead of their view.
Hi I created a UMG blueprint. But when it gets added to the viewport, the centre is right near the top left of the screen. It’s as if the UMG viewport is 3 times smaller than the actual game viewport. What am I doing wrong?
@zooby, can you show how you setup your widget blueprint? ( you need to make sure the ‘anchor’ is center and the offsets are set accordingly )
Hi, yes I think my offsets must be wrong. I tried resetting the offsets to zero. But then when I drag my widgets and let go they disappear! (And then the whole engine crashes!)
I havent read the whole thread, but as far I understand, tool is for creating menus (I didnt make it to the Twichstream, was at the hospital for 3 days for my epilepsy). Can it be used to create in-game huds for items and such stuff?
@, UMG is a visual editor for slate. It’s not just for menu’s It can do pretty much anything regarding UI and HUD. ( It aims to do anyways, the current version might lack some features )
I’ve got some things centring right now. I had to create a button and put it’s alignments to (0,0) to see where the actual centre was. I thought the red paperclips indicated where the center was but apparently not.
Great to hear
Use a Border instead of an image if you need child content. Or you can use an Image with an overlay panel.
Hello,
Thank you for awesome tool. I have some suggestions:
- Possibility to snap elements to grid and to other elements would be nice (something like divs in html).
- Copy paste with shortcuts does not work.
- Not possible to zoom close enough.
- “Add to Viewport” should work only on client (causes crash if no server check).
Thank you.
- Yup, on the list.
- Should, dunno if it does in 4.4, but it’s flaky right now so I wouldn’t be surprised if it didn’t work in certain situations, like it requires focus on the designer i think.
- You can “Over Zoom” by holding ctrl.
- Hmm, good catch.
Finally got to try great tool and wow its AMAZING!
Miles straightforward and easier then using scaleform!, My only suggestion so far is to add a button ( or option ) to make the whole viewport match the screen resolution as in
I have setup my Widget aspect ratio to 20* monitors ( 1600x900 ) But i could never manage to zoom enough / move arround so the canvas panel covers the whole viewport
The problem is UMG cant acess any events in the game so if i want to press a button that will fire up an event in an actor or a level blueprint , there is noway to do that , can only pass up variables and thats it
Also there is no function that makes you create widgets using a function , like create text box , you have to click and drag , so not a dynamic UI yet.
Which events are you trying to access?
There’s a Create Widget function to do just that, we don’t currently allow the construction of non-user widgets dynamically. Primarily because it would be a super terrible workflow, but if you want a textbox to dynamically appear you’d create a user widget that contained just a textbox. In reality you likely won’t just create a textbox, you’ll create a whole popup window, or a input dialog…etc. Complicated structures of widgets that would be difficult to described in blueprint.
How do we set the widget switcher ID?
Perhaps it would be convenient if we could set it directly on the button we want; On the button event drop down you would find a list of widget names that are contained in widget switchers from the widget blueprint?
Also a quick opinion; it would be great if we could edit the padding with the mouse, its much faster, more accurate and more user friendly, perhaps a keyboard button would activate the padding edition mode, then just click and drag the same way you would scale a widget.
All you need to do on the Click event is to set the ActiveWidgetIndex on the widget switcher. Also, the OnClicked for buttons is going to become a multicast event in 4.5, instead of a function binding based event.
Agreed, though I probably wont get to those workflow improvements until after 4.5. Trying to get the barebones experience tight and stable But I’ll certainly try to get stuff like in 4.6+.
Great thank you
- can’t find any option (in 4.4) to set allignment in viewport. Can you please update ?
Basically when I “set absolute” in add to viewport text isn’t rendered at all. I will be really grateful if you can update your post and let us know how to offset something.
Any of function work for me - position, aligment, size etc - maybe there should be something added into the widget itself?