8,046
edits
Paradox-01 (talk | contribs) m (code to open and close widgets - intended for simple menu pages) |
Paradox-01 (talk | contribs) m (correcting Widgets section level, giving images better description) |
||
Line 565: | Line 565: | ||
[...] | [...] | ||
=== | ====Widgets==== | ||
[[Image:ue4_open_close_a_menu_widget.jpg|400px|right|thumb]] | [[Image:ue4_open_close_a_menu_widget.jpg|400px|right|thumb|Before "IsVisible" can use a reference, it had to be given data, e.g. at BeginPlay. See second image for details.]] | ||
[[Image:ue4_create_widget_ref_after_BeginPlay.jpg|400px|right|thumb|"Cast To ..." node is used to get variables from | [[Image:ue4_create_widget_ref_after_BeginPlay.jpg|400px|right|thumb|Creating a menu reference at BeginPlay. Reminder: "Cast To ..." node is used to get variables from another blueprint.]] | ||
Any key can be used to open a menu. But when the game gets paused too then pressing the same key again cannot close the menu. | Any key can be used to open a menu. But when the game gets paused too then pressing the same key again cannot close the menu. | ||
You need to set the key's property "Execute when Paused" to true. | You need to set the key's property "Execute when Paused" to true. | ||
Also, in theory a | Also, in theory a "Flipflop" node would work but has proven unreliable. Setup a reference to the menu instead and use it an "Is Visible" and a "Branch" (if) node. | ||
If you use "Set Input Mode Game And UI" use the "Lock Always" option to capture the mouse with in the game application. | If you use "Set Input Mode Game And UI" use the "Lock Always" option to capture the mouse with in the game application. |
edits