Anyone come across this kind of trouble? The size box in the Widget Designer refuses to resize (screen won’t update the change in the numbers). This stops me from being able to work on my widgets for my game because If I cannot resize the box using the override then I cannot create any widgets that use a size box, because I had this problem happen before in an earlier engine version but I don’t know how to fix it
does anyone know?..
Are you talking about run-time or designer behaviour? Size box works fine, it always has:
The green highlight comes from the Widget Reflector which visualises how the widget behaves while the game is running. The default setting of 300 (WidthOverride) works correctly and I even override it again in the widget construction script by a random value to verify that the SizeBox adjusts dynamically, and it does. The SizeBox’s slot is occupied by the border, its alignment is set to H/V Fill to ensure it conforms to the desired size of the owning container.
The text is bleeding up there for a reason, but as the reflector shows, it is not a part of the SizeBox anymore. There is a new feature in 4.17 (or 4.16?) that allows you to determine clipping behaviour. For most widgets it defaults to *inherit *but can be adjusted:
Above is the very same setup but with text being clipped by the bounds. As you can see here, the *SizeBox *always keeps widget’s size in check.
I do not understand why it would prevent anyone from working on the widgets. Maybe you are unaware of the custom screen size which is a designer-time-only feature that emulates widget run-time size:
It can be handy when trying to figure out the layout, it’s completely unrelated to SizeBox, though.
"The green highlight comes from the Widget Reflector which visualises how the widget behaves while the game is running. The default setting of 300 (WidthOverride) works correctly and I even override it again in the widget construction script by a random value to verify that the SizeBox adjusts dynamically, and it does. The SizeBox’s slot is occupied by the border, its alignment is set to H/V Fill to ensure it conforms to the desired size of the owning container.
Ok, I mean the Designer Behavior with The Child Layout Panel itself… in the Skill Tree Tutorial on youtube, they used version 4,15 and they just resized the size box using the Child Layout Panel settings and it worked for them., but for some unknown reason it didn’t work the same way for me in Version 4.16.3 So I assumed it was some kind of bug,
i also ran into another kind of ‘Bug’ with the Dialog trigger in my game map as well which I been unable to resolve.
In my BP_MasterDialog Trigger, the Dialog Start and End Values begin at Row 13038 and ends at row 13057 for the NPC Conversation… to match the pic and text up. . (I didn’t write the logic for the matching pic and text system)… It works the first time I stepped into the trigger but the second time that I step in, it keeps on resetting the Row index back to 1 instead of bringing up the correct row location from the data table. So again I’m not sure if its a bug in the blueprints or its a Phantom Ghosting Issue caused by an Old redundant test trigger I had deleted a long ago from the map that was assigned to read in from rows 1 to 12. Because I don’t know where else this 1 value is coming from when the new trigger has been assigned to read text only in from rows 13038-13057.
Other things that need to be done in my game with the dialogue system.
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Getting the Audio files now to match up with the dialog text. Can someone please tell me how I can do this?
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The choices and consequences decision widget system still needs to be also done…