Originally posted by Mhousse1247
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Announcement
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Unreal Engine Livestream - Creating Editor Utility Widgets - April 4 - Live from HQ
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Amanda.Schade repliedApologies for the delay folks! - Here's the thread for your feedback on the Editor Utility Widgets!
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Mhousse1247 repliedOriginally posted by Zainab Al-Ansari View PostCan we have the link to Nick's example project please
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BrUnO XaVIeR repliedThis system should've been a priority since 4 years ago... Now many of us already learned how to use Slate for that, time investment that could've been put somewhere else
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ConverseFox repliedOriginally posted by Mhousse1247 View Post
I'm thinking about starting a thread , so I deleted it , but if you have any suggestions you can drop them here !
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Mhousse1247 repliedOriginally posted by ConverseFox View PostWhere's the forum post that was talked about to give feedback and suggestions for the Editor Utility Widgets and editor scripting stuff?
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ConverseFox repliedWhere's the forum post that was talked about to give feedback and suggestions for the Editor Utility Widgets and editor scripting stuff?
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Night Watcher repliedAfter watching the livestream I started experimenting with Utility Widgets and I am starting to face a few challenges.
-How can I detect the right mouse button is down? So far only found an event to detect when the mouse clicks the widget, but I need to know if the mouse is pressed anywhere in the viewport.
-I want to convert the mouse position from screen to world, but I can't without a player controller, get player controller returns null since it's in-editor, and get widget owning player also returns null, any workaround?
-Set simulate physics does change the checkbox of simulate physics, but the object does not simulate physics when I hit play, I have to check and uncheck the object manually again for it to work.
Having access to the mouse world location and click, I can start creating a brush and paint items in the scene.
Hope you find this feedback useful, and thanks in advance for the help.
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TheHugeManatee repliedQuite interesting topic! One question we came across was how to create actual assets (we tried to use blutilities for that) that would be persistent, for example for creating a set of static meshes, or creating a number of blueprints that have specific sets of parameters. Maybe this could be covered in the stream, if it's not too far from the topic?
Praxinos_Fabrice I think the twitch VOD is available right away, and usually Epic uploads a replay to youtube some days after each streamLast edited by TheHugeManatee; 04-04-2019, 04:59 AM.
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Praxinos_Fabrice repliedOriginally posted by wickerman123 View Post
Replay's usually go up within the week on YouTube.
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Slash3rRr repliedThanks for the recurrents streams, it is very usefull , thanks again
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