[UMG Tutorial] - Placing Widgets Over Actors In Screenspace

Thanks for the tutorial.
There is one interesting thing I run into during recent development.
I don’t know if here or the answer board would be better place, let me know.

  1. I finally figure out a way to make class dependent custom context menu, so class A have it’s own menu item say a spinbox and class B have a combo box instead.
    But during this development, I found it’s only possible through event dispatcher so that each instance gets to keep their own data and event feed back from the widget.
    I wonder if there is a better way to implement this in blueprint? So a struct in a blueprint can let a widget blueprint to setup the interactions.
    My original thought is to use construct to take in a reference and the use a struct from the actor to build dynamic menu(with different widgets), but found it really hard to pass result back to the actor.
    So at the end I do it reversely to let the actor build and add its own widget and use event dispatcher to bind UI events.

  2. there doesn’t seems to have a mouse scroll events on slider or spinbox widgets. Which seems to be a pretty good interaction method for UI in many softwares, but not in UE4.

  3. is there anything that we can do to have a proper “text bubble” or “chat bubble” style of pointy widget that point to certain location in screen space?
    Like the word processor/slide making text bubble that you can drag a yellow dot and the pointy wedge shape will have a good visual reference for player?