UMG - 4.6.1 - Button Disabled Appearance

  • Get a button that is part from another Widget.
  • Assign 2 Dynamic Materials to Button Style, one to Disabled, another to all other states.
  • On a function, change an Image Parameter from the Disabled MIT.
  • Make ButtonStyle with the overriden MIT and reassign to the button.
  • Setting SetIsEnabled( ) Node to false doesn’t changes the button appearance.

Release 4.6.1.

Sorry Tim, is this not a bug?
Already answered somewhere or there are any rule to don’t use the word “Bug” as tittle?

Hello ,

Thank you for the information that you provided, however I am unclear as to what the actual issue is that you are experiencing. Could you please elaborate? Would it be possible to post screen shots of the the blueprints that you are using?

When changing an UMG button widget state to “disabled” it should change its appearance (be rendered, shown) using the material or image assigned to the Disabled state on his style, not keeping the same look as the “Normal State”.

Here are the prints:

Sorry by don’t elaborate too much on my first post. LOL

Hello ,

I see that you are trying to alter a material with a parameter value. Is this value change from the parameter value what is needed to see the results you are expecting? If so, this method will not work currently in UMG. There is a known issue (UE-5975). This issue does not allow widget images to receive updated values for the materials that are applied to to them. You can however, apply a new material to the widget. This may be a viable workaround depending on your project. Thank you for your information and time.

Make it a great day.

Just to be sure that you understood the report:

The UMG Button Style is composed from 4 “options” Normal, Hovered, Pressed and Disabled and you can assign a different material or image to each action performed, as example, when you place the mouse over the button, the image assigned on the “Hovered” pin of the style shows up (I’m using this a lot).

But, when the button (as Widget) is disabled (trough the node SetIsEnabled = false) it “should” be rendered with whatever I did assigned to the “Disabled” pin on the Style on Blueprint (don’t pay too much attention to overriding image thing) my report was about the “button style”, the pin to “Disabled” state is not being respected as “Hovered” is.

I already got a workaround, but would be nice check the ButtonStyle usage on the button class. :wink:

Hello ,

You would be correct in assuming that I misunderstood your original post. I was able to reproduce the issue that you mentioned. I have written up a report (UE-7615) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your information and time as it was applied to the identification of this issue.

Make it a great day

Was this issue fixed? I am doing this same thing in 4.7.6 and still have the same problem. When setting a button to disabled, the correct style is not displayed

Hello ,

After doing a bit of digging I have found that this was a feature that was not yet ready for the engine and that the developers have removed if for now until the feature is ready for implementation. There is no time frame currently for the implantation of this feature, however it will be included in a later release of the engine. For now, I may have a workaround that could be viable depending on your situation. You could have an invisible image that is the same size as your button and you could change it’s z order instead of using the disabled feature for the button. This could be done but moving the invisible image above the button to “disable it” and moving the invisible image below it to “enable it”. Another way could be setting the visibility of the image to collapsed/visible (Enable/Disable respectively). I hope that this information helps.

Make it a great day

Is this still not fixed? I am having the same problem but with a slider in 4.14.3.

Hello Mvulane,

I have provided a link to the public tracker. This issue has been resolved. After looking over the notes on this issue, it appears that the disable brush was removed for buttons. Because this issue has been resolved, is from an older version of the engine and appears to be different from the issue that you are experiencing, I would suggest creating a new thread for tracking purposes. You can then provide a link to the new thread in a link here and someone will be able to follow up.

Link: Unreal Engine Issues and Bug Tracker (UE-7615)

Make it a great day