Dynamically creating UMG Widgets?
Hey guys, so I've got to the stage where I want to start working on making my conversation system into a UI, opposed to text in the console.
My aim is to create a text box for each choice in a conversation, much like most bioware games, with a choice wheel.
All I need is to be able to create UMG widgets on the players HUD that will let me create a list of text boxes, often 1 - 3, vertically in the centre of the screen.
I've already got a custom UIWidget for the text box and it's text is bound to a variable on my custom class. I just need to be able to create and remove them in C++.
I have a blueprint of the custom UIWidget but I don't know how I would go about placing it on the players HUD and making them stack on top of each other?
asked Mar 19 '15 at 09:48 PM in C++ Programming
Not sure I understand the question, but if it's just how to create UMG widgets from C++ then in the class you want to create from add:
In the editor set WidgetTemplate to your Blueprint Widget which derives from UYourCPPBaseWidget.
Then to create the widgets from C++:
I don't know what you mean by stacking though.
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