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UMG - Text block color change on hover

I have a widget blueprint with a button (with alpha channel set to 0, so it's transparent) and it has a text block. I'd like to modify the text block on hover of the mouse. How could I go about this?

I am in 4.4.3 and cannot change to 4.5.1 because it scraps my game. Thanks for any insight

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asked Nov 09 '14 at 03:12 AM in Blueprint Scripting

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2 answers: sort voted first

Hello Madvoyer,

Have you tried using the "On Event Mouse Enter" node. Make a widget blueprint with just your button and this will allow you to fire off what ever event it is you need when the mouse is hovering. There is also a node called "Is Hovered", this returns a boolean value. I hope this helps.

Make it a great day

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answered Nov 13 '14 at 06:45 PM

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Rudy Q ♦♦ STAFF
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avatar image John Alcatraz Apr 17 '15 at 03:30 AM

I know this is old, but there is still no better way to do this? The problem with creating a new widget for just one button is that if you have many buttons you need many manually created widgets because each widget needs to do it's own stuff in the "OnClicked" event. If you have many normal buttons in a widget you can just have all the "OnClicked" events in your one event graph, but if your button is inside a widget, this does not work. And for defining individual behaviour on "OnClicked" there has to be one widget blueprint for one button, so this means if you have 10 buttons you need to have 10 widgets in your content browser.

I guess you get this is not really a comfortable solution?

I know I also could do it with the isHovered Node, but then I would have to check every tick whether any button is hovered and compare this to whether he was hovered the last tick to basically get "OnEventMouseLeave". A lot of unnecessary stuff in the tick, which is not good.

avatar image Rudy Q ♦♦ STAFF Apr 17 '15 at 02:11 PM

Hello John Alcatraz,

If you would like to accomplish an on hovered event with out the use of a tick and still have the use of your OnClicked event you would simply bind a new Onclicked event to the button after it has been add to the second widget. I have provided an example below. I hope that this information helps.

Here I created a new widget that will hold my button that I would like to have the "Hovered event" for. It's a single button and a canvas panel for this example. The canvas panel has been resized to fit the button to make for an accurate "Hover" effect.

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Here is the event graph for my button widget (The widget is named ButtonTest). I am using an On Mouse Enter Event to simulate the fact that the mouse is hovering over the button. In this case it is a simple print string that lets me know when I am over the button.

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Here I have added the button widget (ButtonTest) twice to another widget (in this case it was left as the default name "NewWidgetBlueprint")

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Here is the event graph for "NewWidgetBlueprint" this is the widget that will be added to the screen. As you can see here I have pulled out a reference to the button from "ButtonTest" and I have bound new click events for each instance of "ButtonTest" that has been add to "NewWidgetBlueprint". On Event Construct these new OnClickedEvents will be applied to each of there corresponding instances of the button from "ButtonTest"

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Make it a great day

avatar image John Alcatraz Apr 17 '15 at 04:45 PM

Thanks a lot Rudy, works really well! Just a big ugly to have all these Event delegate wires, but I can live with that :)

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Hope this helps anybody else coming here from google. Make your text a variable, then create a set color and opacity node by right-clicking (for some reason it doesn't appear in the list when dragging from your 'Get TextBlock') then just link the 'Get TextBlock' (or whatever you have titled your text) to it.

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answered May 08 '18 at 12:11 AM

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