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Paradox-01 (talk | contribs)  (+ mouse cursor)  | 
				Paradox-01 (talk | contribs)   (Button styling and scaling)  | 
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====Widgets====  | ====Widgets====  | ||
[[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_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|Creating a menu reference at BeginPlay. Reminder: "Cast To ..." node is used to get variables from another blueprint.]]  | <!--obsolete with IsValid node [[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 "Flipflop" node would work but has proven unreliable.   | Also, in theory a "Flipflop" node would work but has proven unreliable. Instead, a reference to the menu instead, an "Is Visible" and a "Branch" (if) node will do the trick. Additionally, an Is Valid node is placed to catch an error when the reference is used for the very first time.  | ||
We can capture the mouse within the game application if we place an "Set Input Mode Game And UI" node with "Lock Always" option.  | |||
=====Button and section images=====  | |||
[[Image:ue4PauseMenuButtonsDisabled.jpg|400px|right|thumb]]  | |||
'''Styles'''  | |||
Buttons have 4 styles: Normal, Hovered, Pressed, Disabled.  | |||
For now lets use only 2 texture: one for Normal, one for Hovered and Pressed.  | |||
The Disabled style just uses a tint color on the Normal texture with an RGBA of 000000FF.  | |||
Buttons can be disabled via Set Is Enabled (Target is Widget). You can get button references from the Graph window.  | |||
[[Image:ue4PauseMenuButtonsDisabledInGame.jpg|400px|right|thumb]]  | |||
'''Scaling'''  | |||
When you place a Grid Panel into the widget you can define columns and rows. Buttons and other elements can adapt to their given space.  | |||
You probably want to set button texture property Draw As to Image.  | |||
For standalone images Draw As Border can be used if the image is big enough. This will work like Oni's [[XML:PSpc]] where only specific sections of the image are scaled.  | |||
For extreme different resolutions we might need to bind different textures so Draw As Border won't produce empty spaces in the center.  | |||
====Animations====  | ====Animations====  | ||
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