So, opening the spellbook displays exactly like it is in my screenshot (all red faces)
Checking the “Default” it says “Spell_Heal”
opening spell heal > displays all the information properly …
my screen looks 100% like the screens you showed
its something in my playercontroller. I am not sure whats causing it. I have it all setup, i think, exactly like it should be.
Should i send my controller over? lol
Ow, I didn’t see the rest of your last post, I only saw the link before.
The only relevant to the spellbook function in the UI controller is the “Get Spell”. Is it firing properly?
The correct way to use your own controller is to make the UI controller a parent to your own. (then you can just use your own and everything should work…). Are you doing it like this?
Yeah, send a screenshot to the controller if you want, it might help!
Editing to make it cleaner and easier to follow.
I am unable to remake the controller and use a child of prototype … several reasons.
Issues:
Minimap starts at a massive height. Just to see what a tiny white dot is, i have to zoom all the way and its still micro-small. Just trying to figure out how to make it zoomed in a lot more is all (or control its default zoom)
RESOLVED
Minimap / Radar is not displaying any “point of interest” on them. They will show things like: boxes (any physical asset as such), Trigger box outlines (not sure why, but, whatever)
Spell book is not setting spells inside the book, staying as “red faces”
Spell book spells are not retaining ICON images AFTER drag n’ drop completed.
Update:
So i have been changing all the “Prototype Player Controller” refs to my own player controller. No change in the spells and action bars yet, but, theres a ton to look over and get changed. If this resolves, i will post up and give a solution to people that need to use complex player controllers instead of remaking a child controller based on the prototype.
The one that was holding me back was in “SingleSpell” > i changed the player controller in there and wha-la!
Spell icons issue was disconnected bars in Spell_Base
Pretty much, to migrate all this over to the “current player controller” from the Prototype Controller, users need to go into every widget and make sure they change out all the prototype refs to thier own player controller. they will also need to setup all the proper CALLS to the right player controller as well. Took all day, but, finally got it all working.
I am glad you could get most of it fixed! First of all, I’ll show you how you can change the default zoom.
To begin, have you correctly placed the minimap capture actor on the level and adjusted the box size/Field of view variables under the default category?
The box should envelop all your level. (You can also add an external map, like a photoshopped one if you want there)
Then open the minimap_base widget (UI_Kit/Widgets/Misc) and change the default value of “Zoom” variable. You’ll also have to add a small change (screenshot 1) since I didn’t think of this functionality. I’ll try to add it in the next update though!
It is just adding the zoom variable in the “set scalar parameter value” on constructor path instead of a constant 1.
Now, while you probably have it all set, I just want to mention that you wouldn’t have to REMAKE the controller. just change the parent in your controller->class settings->parent class! If you don’t have any specific reasons to not do this (you might have, I am just mentioning this for everybody), it should work immediately.
Awesome thanks for the info for the zoom!
Sadly, using the parent/child method just doesnt work for me since i am using a C++ Player Controller and it needs to be that way for very specific reasons.
Hey everyone, I just purchased this last night and I’m having troubles trying to figure out how to add the orb health bar to my project, I was curious how could you do this to make it work with my health variable. I searched for a blueprint for it but could not find one in the user interface kit. I appreciate any help I can get
thank you
I have a couple of questions about using the Inventory widget:
How is the implementation for displaying inventory works? I’m asking it because can’t reproduce rendering inventory slots, when a player has picked up items from the ground. An inventory widget is rendered without any issues, but it slots not.
As far as I understood, the basic example just perform the following steps for displaying the character inventory:
Filled the inventory (once, at the beginning) via calling “Create inventory” function
When was pressed the “I” key (or invoked somehow the “Trigger window” event), the inventory window widget will be constructed and displayed.
Thus, the questions arises: how and where it is filled, if it was specified as empty? How the inventory windows knew where the get the data and will make a drawing call?
P.S. In my case the Content array has the FItemInfo type, which is a struct, that storing information for each item in inventory (item type, name, icon (as texture 2d) and blueprint class)
Shall I make the “Update Inventory” function for replacing / re-initializing an inventory widget each time when a player added / removed an item?
What is the purpose of the custom “Trigger window” event? Just displaying/removing a particular widget (by its name) for the current layout? Maybe some other cases when it could be useful?
Hey Heten123, sorry for taking some time to answer, I was away these days.
Making this work with your own health variable is quite easy. Just make sure you are using our Player Controller (or parent your own controller to UI Controller) and then, whenever you want to change the variable, call the Update Bar event. Don’t forget to use the same name as you used in your layout for a “Bar ID”. You can check out our own examples inside the Example Character!
Hey Relrin!
The inventory is filled with random items in the “Create Inventory” function of the example character. In our example (don’t forget this is not an inventory system, just an example of how the window can be used) we are storing actors and not structs. What is happening is that the “Grid Inventory” widget is looping over the Inventory array (found in the example character), and spawns an “InventorySlot” widget for each actor. You should replace this array with your own items since if you are not using our character, the relevant cast fails. Then, the inventory slot’s “InnerBorder”, has a binding in it’s brush for the “Item.Inventory Icon”. That is where it finds what to render!
Yes, I think the best way is to remove all the InventorySlots and just re-add them when the inventory changes.
Given a name, you can toggle the relevant window on-screen. It’s not super useful, but I can think of cases where it’s handy (for example when an in-game window has to open another one)
Just wondering where is the code (or blueprint) where the 2 action bar slots exchange places with each other (Ex. Having slot 1 and 2 used, and dragging 2 to 1 so they switch positions)
Hello! The code is inside the ActionbarSlot_Base. Specifically you should go to the functions->Drag and Drop and checkout the OnDragDetected and OnDrop graphs! The OnDrop is the one that exchanges places!
Is anyone getting this to work in 4.18? I am getting cook/compile errors. There are a lot of errors but here is a sample:
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Can’t connect pins Object and Return Value : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin As Prototype UI Controller no longer exists on node Bad cast node . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Can’t connect pins Return Value and Object : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Can’t connect pins Return Value and Object : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Can’t connect pins Object and Return Value : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin As Prototype UI Controller no longer exists on node Bad cast node . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin Slot ID no longer exists on node Call Update Actionbar Content . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin New Usable Actor no longer exists on node Call Update Actionbar Content . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin Slot ID no longer exists on node Call Update Actionbar Content . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin New Usable Actor no longer exists on node Call Update Actionbar Content . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin Spell Actor no longer exists on node Get . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin Slot ID no longer exists on node Call Update Actionbar Content . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin New Usable Actor no longer exists on node Call Update Actionbar Content . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Can’t connect pins Return Value and Object : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Can’t connect pins Object and Return Value : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] In use pin As Prototype UI Controller no longer exists on node Bad cast node . Please refresh node or break links to remove pin. from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Create Event : unable to determine expected signature - is the delegate pin connected? from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Create Event : unable to determine expected signature - is the delegate pin connected? from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Event Dispatcher has no property Bind Event to Set Actionbar Highlight from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Event Dispatcher has no property Bind Event to Update Actionbar Content from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Create Event : unable to determine expected signature - is the delegate pin connected? from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Event Dispatcher has no property Bind Event to Use Actionbar Slot from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Failed to create property K2Node_CreateDelegate_OutputDelegate from <None> due to a bad or unknown type (Delegate) from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Failed to create property K2Node_CreateDelegate_OutputDelegate2 from <None> due to a bad or unknown type (Delegate) from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Failed to create property K2Node_CreateDelegate_OutputDelegate3 from <None> due to a bad or unknown type (Delegate) from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Create Event Signature Error: Unable to determine expected signature - is the delegate pin connected? from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
UATHelper: Cooking (Windows): LogBlueprint: Error: [Compiler ActionbarSlot_Base] Create Event Signature Error: Unable to determine expected signature - is the delegate pin connected? from Source: /Game/UI_Kit/Widgets/ActionBars/ActionbarSlot_Base.ActionbarSlot_Base
Hey! Did you figure this out? I didn’t see your post sooner but I know that it does work for 4.8 for me. and I have tested it by cooking. Is this on a new project or did you add it to your own? Seems like some event delegates have been disconnected. If there are any errors in the blueprints do try to disconnect/connect them again in case this works! Thanks
Hi
I purchased this product because it said there was documentation but sadly there is none. The documentation is all via the demo but this is not useful for C++ developers that dont have experience on blueprints. I also purchased another similar product o n the UE4 market and it has widgets which I can include in a C++ MainMenuMode - anyway I am very disappointed in this product as it does not have any examples of how to use it and it is expected to follow the demo for everything but easy get lost because demo uses window triggers and at the end of the day is confusing. Please supply a document to understand how to add these UI things as was promised way back or please ensure to state clearly that their is no documentation except via a demo where one has to figure it all out or state that only for experienced blueprint users…
I copied and pasted the code from my characterController to your PrototypeController and now I see the widgets for the action bar, hp bar, and minimap displayed. The minimap also appears to be active. However as seen in my screenshot, the minimap tiles the skybox background. I’d like to Minimap to be an opaque black color and display objects in the scene.
How do I set the minimap color to opaque black?
Is there a way to modify the size of the blips on the minimap?
Is there a way to track the rotation of an object (e.g the player) on the minimap?
I haven’t tinkered with the other widgets yet so I may have to post more questions later. Please reply when you can.
Hey!
The colored skybox appears because the camera of the minimap can see it. Not exactly sure how you can disable that, but you could somehow put it in a different layer. Either through the camera settings or you would have to play around with the material?
As far as tracking the rotation you can try attaching the object to the player. Finally the blips are inside the material again so you could certainly play around with that too
hey, i am very new to unreal and have a very silly question: the project template used in this asset make it so that the cursor is enabled…how can i disable that feature?