Unless this is a bug, in the widget blueprints, if you set a category for the buttons in the variable list they do not get sorted and the category goes away. I have like 35 buttons on my one widget and I set them all to a "Button" category so I could collapse the category and not have a huge list of variables but the category goes back to default. Is there any plan to fix this so they can be categorized in the future?
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Being able to catagorize buttons in the variable list so they can be sorted.
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There is always more than one way to do things and my way may not be the best but it is works quite well for my application and I want the player to adjust everything they can to fine tune to their liking/system capabilities. I could use combo boxes to do most of it but I just want a functional menu so this works. I am just now getting into UMG so I learn new ways to do things everyday.
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Actually that is what I did and after they sorted out the whole Button category changed itself to default and the button category was gone...
Below, Just now, I named the category "Button" and it does not set a drop down arrow for a "Button" Category to expand and retract. After a moment it just goes back to "Default"
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Can confirm same bug has happened to me on 4.8.1. I dont know if it still occurs. I stopped trying to group functions and variables in widgets since then, but it definitely has a bug there somewhere.Snap-In Systems: <<< CLICK
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This issue still persists as of UE 4.16.3. While it is not a critical issue for production development, I am finding building rapid prototype UIs quite annoying since I can't categorize UMG UI element variables, and often times I need to have lots of (not engineered) quickly swapped UI features -- meaning lots of different UI elements. I'm just posting to weigh in on this issue, as I have already voted on the backlogged issue. Thanks.
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The issue has been "Won't Do" 'ed while this is still a problem. Can't we have something similar for UMG elements than for Blueprints Components? If you have a component in a blueprint, it shows in it's own "Components" category. Having the same for UMG would be a simple fix at least. Being able to categorize them would be even better.
Version: 4.18.2 (and it still happens)And that's my 0.02$
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Originally posted by Volvary View PostThe issue has been "Won't Do" 'ed while this is still a problem. Can't we have something similar for UMG elements than for Blueprints Components? If you have a component in a blueprint, it shows in it's own "Components" category. Having the same for UMG would be a simple fix at least. Being able to categorize them would be even better.
Version: 4.18.2 (and it still happens)
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I was able to resolve this issue in PR #4662, see https://github.com/EpicGames/UnrealEngine/pull/4662 for the code changes.
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Had this request on Answerhub for about three years, and we keep being told it's fixed. Glad to see it finally actually is.
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