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    UMG reusable Styling

    Hi,

    I didn't find anything on this topic for a while. The latest that I found is a answer hub question of October stating that this will be improved but not in 4.6. Can we expect somthing in 4.8 on this topic?

    It's really a constraint to not be able to reuse the styling accross widget and not be able to centralize the settings.

    Is there any workaround by using Slate Style Asset that can do the trick until a final solution?

    Thanks,

    #2
    These already exist. You can create a new Slate Brush Asset in the content browser and use it anywhere.

    Comment


      #3
      Slate Brush Asset is not what I'm looking for or I miss a functionality. SBA is for me a way to setup texture/Material as Image/Border/Box.
      I didn't see that I can set them in a UMG Widget but that will be great.

      I'm looking for defining a Button with all the states or defining a font style like: UIHeaderFont = FontName, FontSize etc.. and be able to map the UIHeaderFont where ever I'm wanted to reuse it. And if I want to change to another fontsize, I will just do it once. More or less like a CSS in Webpage.

      Comment


        #4
        @TheJamsh,

        I looked again in UMG and I wasn't able to set the SlateBrush inside the UMG UI screen. Could you please give more information on how you are using them?

        thanks,

        Comment


          #5
          Originally posted by Elvince View Post
          @TheJamsh,

          I looked again in UMG and I wasn't able to set the SlateBrush inside the UMG UI screen. Could you please give more information on how you are using them?

          thanks,
          its not in the umg screen just rght click in the content browser then ui under widget there is something named slate brush if i'm not mistaken

          Comment


            #6
            Originally posted by Elvince View Post
            I looked again in UMG and I wasn't able to set the SlateBrush inside the UMG UI screen. Could you please give more information on how you are using them?
            I have the same problem, has this been disabled? Is it no longer possible to set reusable Style in UMG? https://answers.unrealengine.com/que...style-umg.html
            We still can create styles, but I can't find where we can set them for certain buttons.
            Last edited by Slavq; 07-23-2015, 12:29 PM. Reason: My non-native english grammar. 'Has this been disabled', not 'Have this been disabled' stupid Slavq!

            Comment


              #7
              I've just been playing around with slate styles too the last few days and also came across this issue. For reference, the AnswerHub question mentioned in the original post is here.

              I also came across a forum post (lost the link) where Nick mentioned that it should now be done on a widget level rather than a style level. So for example, you create a user widget in the designer to wrap whatever widget you want and configure its style properties. Then anywhere you want the widget, you use the user widget instead.

              I can see that in some ways this approach is more flexible, but it's also a lot less convenient than what was (apparently) available before, when all you want to do is quickly change some visual style across an entire UI.

              Would be nice to know if there is any update on where Epic are going with this and when it is likely to happen.

              Comment


                #8
                The issue with wrap is that you are loosing all event on button.
                By example, if you wrap a button and style it. Now when you reuse the button, you can't add event "on click". So this is not a styling solution.
                I would really apreciate also a feedback on where we are with this in UMG.
                Last edited by Elvince; 07-29-2015, 10:40 AM.

                Comment


                  #9
                  Originally posted by Elvince View Post
                  Now when you reuse the button, you can't add event "on click". So this is not a styling solution.
                  Not so - your user widget can have any event it pleases. You could make your own OnClick event dispatcher, that you call when the internal button is clicked. All multicast delegates appear the same in the details panel. As far as any consumer is aware, it will look no different.

                  Comment


                    #10
                    @Nick
                    Yes my answer was not complete but we need to create all event mappings, this is not "user friendly" compared to the previous styling method. I can get it as a workaround and it's good to have it until a real solution.
                    For example on Text, you have also to reimplement the function like SetText and not just the event. It's clearly a pain. You made a lot of things with smooth workflow for us, UMG has not reached this level yet ^^ May be we have now too high expectations.

                    Do you know what are the plan for this?

                    Thanks,

                    Comment


                      #11
                      Originally posted by Elvince View Post
                      Do you know what are the plan for this?
                      The plan is to come up with a plan.

                      Comment


                        #12
                        I'm trying to follow this workflow with wrapping widgets, but the problem there is that default values set in construction script are not shown on UMG Editor (only in game). I've even made a new thread regarding this issue: https://forums.unrealengine.com/show...203#post370203

                        Comment


                          #13
                          @Nick,

                          Does something change on this? Have you move forward on the plan?

                          Thanks,

                          Comment


                            #14
                            Nope, same state

                            Comment


                              #15
                              Thanks for the update ^^

                              by the way how are you doing this in Paragon ? Are you creating a lot of custom widget with all the customization that you need?
                              Are you creating C++ user widget with the Style variables?
                              I really want to get some best practices on how to setup a proper main menu hud. I bet Paragon main menu have a lot of thinks to handle and I have quite the same complexity to achieved, I'm wondering how to maintain the style accross the full app, in a manageble way.

                              Thanks

                              Comment

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