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    Originally posted by Semitable View Post
    Alternating between night and day should be easy. You just have to recapture by getting the CaptureComponent2D from the minimap capture actor and "capturing the scene" anytime you want.

    Now about your original question, Did you change the orientation of the capture actor? The minimap is supposed to work with a (completely) top down view, so if there's an angle, I guess the location calculations get it wrong.
    I am not sure how hard it will be to add an angle in that calculation (I might even give it a try when I have a bit more time)!

    If you did not change the rotation, then I would suggest lowering the field of view or even changing the projection type to orthographic. My guess would be that in a large enough map, the angle between the center of the map and the edges is high enough to cause an effect similar to the one I described above.
    Ah makes sense, thanks a lot

    Comment


      Hello!

      Just wanted to let everyone know that I just sent to Epic the update to 4.14.
      There was only a compile error - really easily fixed. (And it was on the showcase level files, not the user interface itself)

      We had two "Suggest Projectile Velocity" and their option enum was changed. So you only have to select again "only trace while ascending" and compile.
      This fix will be included in the files for 4.14 when they are live.

      Thanks!
      Check my User Interface Kit here: https://forums.unrealengine.com/show...-Interface-Kit
      A WIP Hex Planet Generation: https://forums.unrealengine.com/show...ral-Generation

      Comment


        Just wanted to let you know that the UI Kit is participating in Cyber Monday's sale with a 50% off!
        Check my User Interface Kit here: https://forums.unrealengine.com/show...-Interface-Kit
        A WIP Hex Planet Generation: https://forums.unrealengine.com/show...ral-Generation

        Comment


          Hey! Sellfy seems to still be at 4.13.

          Comment


            Hey! It should be there now. I tried at least 3-4 times to update it but sellfy was getting stuck and I had to start from the beginning! :-)
            Should work now!
            Check my User Interface Kit here: https://forums.unrealengine.com/show...-Interface-Kit
            A WIP Hex Planet Generation: https://forums.unrealengine.com/show...ral-Generation

            Comment


              Hi, seems like everytime I hit I key, a new row of icons are created on inventory window? I deleted last UMG ref and doesn't do that anymore


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              Well that actually didn't resolve it, by doing that, will make spam inventory window, need help with this please.
              Last edited by Ocasoblack; 11-30-2016, 12:14 AM.

              Comment


                Originally posted by Ocasoblack View Post
                Hi, seems like everytime I hit I key, a new row of icons are created on inventory window? I deleted last UMG ref and doesn't do that anymore
                Well that actually didn't resolve it, by doing that, will make spam inventory window, need help with this please.
                Hey! You should not remove that node, it's there to make sure you are not creating a new widget every single time..

                Instead to fix this, add a "do once" node in the construct event of the GridInventory widget:

                Click image for larger version

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                I will make sure to release this fix on the next update (probably with UE4.15) with any other minor fixes that come up!
                Check my User Interface Kit here: https://forums.unrealengine.com/show...-Interface-Kit
                A WIP Hex Planet Generation: https://forums.unrealengine.com/show...ral-Generation

                Comment


                  Thank you!

                  Comment


                    So I've been *mostly* successful at implementing your kit into my project, but I'm wondering about the Get Spell function. Why is it necessary to spawn the spell and attach it to the controller? I'm using a data-driven setup for my spells, and having to spawn the actual object in order to have a drag-and-drop action bar seems strange. I'm having a hard to figuring out a reasonable work-around, since my spell system just pulls data from a data table and doesn't spawn the actor until the spell has been cast.

                    Comment


                      Hi guys. When I added this kit in my project, I was surprised that created inventory widget (after pressed I) didn't reaction on any actions with mouse. No drag, no resize and etc. Please help me about this. What's reason about this may be?

                      Comment


                        Originally posted by DaxJericho View Post
                        So I've been *mostly* successful at implementing your kit into my project, but I'm wondering about the Get Spell function. Why is it necessary to spawn the spell and attach it to the controller? I'm using a data-driven setup for my spells, and having to spawn the actual object in order to have a drag-and-drop action bar seems strange. I'm having a hard to figuring out a reasonable work-around, since my spell system just pulls data from a data table and doesn't spawn the actor until the spell has been cast.
                        Hello! The user interface kit, has just examples of how you could use gameplay elements with it. You are not meant to use (obviously..) our spell system. The only thing you do have to implement is the interface provided. As long as you can provide the "content" and the "use" function for the actionbar you should be ready to go!
                        So if you are using a datatable - you should have an actor (wherever you are spawning the spells? - maybe the character?) implement a 'fake' version of the BPI actionbar, so that it provides an icon and a cooldown for each slot. So there should be some logic on the interface's implementation (inside the character).
                        You can also just spawn a dummy actor for your spells. Whatever you find easier and cleaner for what you are doing.

                        Originally posted by Evgeniy Psarev View Post
                        Hi guys. When I added this kit in my project, I was surprised that created inventory widget (after pressed I) didn't reaction on any actions with mouse. No drag, no resize and etc. Please help me about this. What's reason about this may be?
                        Hey! You should totally be able to drag/resize etc, the widget. Which version of ue are you using? Also is this happening on all the widgets or only the inventory one? (Does it happen on the spells or map?)
                        Finally is this a clean project or you migrated to your own? If it's not in a clean project, try to see if it happens on a new one.
                        Thanks
                        Check my User Interface Kit here: https://forums.unrealengine.com/show...-Interface-Kit
                        A WIP Hex Planet Generation: https://forums.unrealengine.com/show...ral-Generation

                        Comment


                          Hey! You should totally be able to drag/resize etc, the widget. Which version of ue are you using? Also is this happening on all the widgets or only the inventory one? (Does it happen on the spells or map?)
                          Finally is this a clean project or you migrated to your own? If it's not in a clean project, try to see if it happens on a new one.
                          Thanks
                          I'm add this in my own custom project, but it's based on Default Third Person, this should'nt be reason for bug. How Can I enable a drag/resize and other widnow functionality? If you can, please explain with screenshot. Thak you very much =) Version 4.12 and happening at all.
                          Last edited by Fenix From Rus; 12-11-2016, 06:37 AM.

                          Comment


                            Originally posted by Evgeniy Psarev View Post
                            I'm add this in my own custom project, but it's based on Default Third Person, this should'nt be reason for bug. How Can I enable a drag/resize and other widnow functionality? If you can, please explain with screenshot. Thak you very much =) Version 4.12 and happening at all.
                            Hey, you didn't actually answer to most of my questions. It would really help me debug your problem if you told me what you are experiencing and what you have done.
                            is this happening on all the widgets or only the inventory one?
                            Since its not in a new project, first check if it works correctly on the showcase one.

                            Probably something went wrong when you transfered stuff in your character BP. do you use the create window macro?
                            The best way to use the functionality is to make the UI Kit controller, the parent of the one you are using! Did you do that already? (its better than copy pasting since you might lose some casts from the other blueprints!)
                            If you don't have anything on your own controller, just use the the UI Kits one. If you already have a controller, open the blueprint -> class settings -> parent class and change it to PrototypeUI_Controller. :-)
                            Check my User Interface Kit here: https://forums.unrealengine.com/show...-Interface-Kit
                            A WIP Hex Planet Generation: https://forums.unrealengine.com/show...ral-Generation

                            Comment


                              Originally posted by Semitable View Post
                              Hey, you didn't actually answer to most of my questions. It would really help me debug your problem if you told me what you are experiencing and what you have done.
                              is this happening on all the widgets or only the inventory one?
                              Since its not in a new project, first check if it works correctly on the showcase one.

                              Probably something went wrong when you transfered stuff in your character BP. do you use the create window macro?
                              The best way to use the functionality is to make the UI Kit controller, the parent of the one you are using! Did you do that already? (its better than copy pasting since you might lose some casts from the other blueprints!)
                              If you don't have anything on your own controller, just use the the UI Kits one. If you already have a controller, open the blueprint -> class settings -> parent class and change it to PrototypeUI_Controller. :-)
                              Yes, problem was with not added additional Set Focus node. Thank you very much for help =)
                              But isset a new feature - not working Tabs in inventory widget. I understand that it's interface, so it's only information for update.

                              Comment


                                Originally posted by Evgeniy Psarev View Post
                                Yes, problem was with not added additional Set Focus node. Thank you very much for help =)
                                But isset a new feature - not working Tabs in inventory widget. I understand that it's interface, so it's only information for update.
                                Glad you could fix it! Did you check my post ( https://forums.unrealengine.com/show...l=1#post576051 ) for the creation of tabs?
                                Check my User Interface Kit here: https://forums.unrealengine.com/show...-Interface-Kit
                                A WIP Hex Planet Generation: https://forums.unrealengine.com/show...ral-Generation

                                Comment

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