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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)  | 
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===  | ====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.  | ||
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