Loving 4.5 so far first of all!
Secondly - UMG changed a little bit it seems from the pre-release version of 4.5. What is the recommended workflow now?
What I’m thinking at this point, assuming you want a main menu and a single map:
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A Main Menu map has its own pawn, playercontroller, gameMode etc. So does the actual game map.
Create Main Menu widgets in PlayerController (and use PlayerController to set mouse visibility)
From Main Menu buttons one can easily remove self widget and create new widget straight via binding a function to go to options etc.
From a Play button I can also remove my Main Menu widget and load a level. My new level has that default pawn, playercontroller, gameMode etc which are different from the Main Menu map.
Now I can create an in-game HUD widget via my pawn, or playerController, so I can send variables easily to the HUD.
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That’s according to my current understanding of how you’d want to deal with a menu and a map. Is my assumption correct? Further tips are appreciated if there’s details one might want to consider…
Also, I can’t seem to ‘cast to’ a specific widget according to the doc (https://docs.unrealengine.com/latest/images/Engine/UMG/QuickStart/4/New_25.jpg) anymore?
I created a new project in 4.4.1 and it worked just fine, as I’ve gotten used to. Did this functionality change?
Thanks a lot for hopefully helping out here, and hope I might’ve helped someone out with my workflow summary, if that’s the best way to do it.