Hello, how I can group added widgets? And is it right to use same Widget Blueprint to main menu, options,game modes, … (tonns of buttons and images, and using Toggle Widget’s Editor Visibility not very convenient)?
If you mean grouping widgets reference variables into Categories of the MyBlueprint panel, it is supported as of 4.23 or 4.24 - it’s a recent feature if I remember correctly.
And is it right to use same Widget
Blueprint to main menu, options,game
modes
I’d say it’s ok if the menus are simplistic but wouldn’t really recommend it. In the long run it’s much more sensible to break things apart into their own separate widgets. It makes communication a bit more tricky (Event Dispatchers help a lot here) but makes maintenance possible which can, otherwise, be a real chore with large menus.
Do look into Widget Switcher - it works the same way as tabs in a browser (or any other software) - a pretty good solution for menus. Each tab being a separate widget and controls can switch between them. It’s like toggling between widgets but organised.
I mean, in variables I can add category, to make it convenient to work with a large number of variables, and is here something like that in blueprints? And how keep new line of text in Answer Hub?
is here something like that in
blueprints?
Can you clarify what you mean?
As I said:
If you mean grouping widgets reference
variables into Categories of the
MyBlueprint panel, it is supported as
of 4.23 or 4.24 - it’s a recent
feature if I remember correctly.
And this, not sure:
And how keep new line of text in
Answer Hub?
Sorry, you lost me here, ha! Keep new line of text?
But I ask about something like that in Widget Blueprint
I mean something like that in widget hierarchy (AnswerHub dont keep this spaces, so I made it as pickture …):
I don’t follow what you’re trying to do. Can you show how you want the menu to look like?
If you want cascading indented menus it can be as easy as offsetting a vertical box that contains the options. But then it depends on how you’ve organised the hierarchy as elements follow inheritance chain, or to be more precise, parent-child dependencies.
I have about 200 widgets (different menu screens) in single Widget Blueprint and want somehow group them to not feel that pain when I working with them
I have about 200 widgets (different
menu screens) in single Widget
Blueprint
Well, lemme shamelessly quote myself:
I’d say it’s ok if the menus are
simplistic but wouldn’t really
recommend it. In the long run it’s
much more sensible to break things
apart into their own separate widgets.
That’s why user widgets exist. You make small widgets and make larger widgets out of them. This allows you to encapsulate behaviour and abstract the way you work so you can focus on the big picture and, if needed, go into details focusing only on the smaller number of elements pertinent to the current issue. This also allows you to reuse a lot of functionality without duplicating any script whatsoever.
This becomes a must if you want to achieve any sort of automated functionality. Like adding a glow / highlight to a button or animating multiple elements.
For example:
Each slider with a segmented bar should be a separate widget so you can add 5 of them to this menu - there is no need to add 50 separate elements. What’s more each of those tiny red squares that make up a segmented progress bar should also be a separate widget so you can dynamically spawn as many as needed for each category, for each options screen, for each menu. This way each tiny square can act independently. And if you ever want to change their color from red to green, you only do it once and all of them change.
Ooooohhhh, so answer is just 2 words
“Canvas panel”I can use it at
categoryes
No, not really. I specifically said not to use it… The 2 word answer is User Widgets. You’ve crammed everything into a single widget, now you’re struggling. Been there, done that. Can feel your pain. Do consider splitting menus into their own widget so you can manipulate them comfortably.
If you start using canvas panels as containers to alleviate an issue that stems from something else, you’ll end up in the same spot sooner or later.
Up to you, though.
Too late for it, game is almost ready Idk why, but I cant select you answer as solution. Ty for answers
And can you write somethinge here > https://answers.unrealengine.com/questions/955630/any-way-to-move-multiple-elements-in-widget-by-05.html then I can mark it as solved too.
No worries. Good luck with the release!
Ooooohhhh, so answer is just 2 words “Canvas panel” I can use it at categoryes. Generals UI too large, its not a best example
Thanks, see you in next questions
You need to convert this into answer so that I can accept it?
Apart from that, you can use | to create subcategories, just like for the variables. You can use multiple graphs to organise nodes. You can use (pure) functions, macros and libraries to keep the wires from turning into a nightmarish spaghetti.
Widgets can sit in containers (vertical boxes, panels, overlays), these can be duplicated, replaced, swapped about, too. Makes manipulation easier. You should not use a canvas for individual and manual placement of elements unless you absolutely must shift widget position run-time or control their zOrder - that canvas features is useful, actually.
There’s also anchoring and alignment to account for screen size and scaling. The backend of UI is complicated