UMG Widget/HUD communication breakdown
No pun intended I cannot get my skydome, which has a "current minute" variable to set the sun and moons position and also lets me eventually concatenate a string together for hours minutes seconds, cannot be printed from a UMG widget created in a HUD BP, I've tried every method I've learnt from the UMG video, from templates from the offical tutorials on communication between blueprints and reading the documentation. I've been playing with it all day.
Heres the basic setup of my HUD (things such as static images show up fine, but I cant read variables from any BP in the level. In this example I get my "bad skydome cast" debug message. Displayed is my HUD class BP, my Skydome BP in the level, and the PIE view I get, static images, text, and buttons get displayed properly but variables are always "invisible".
I was so excited a couple weeks ago when I found out I could use the canvas system for GUIs instead of just debug text and drawing textures or text with a HUD class, but displaying a variable just will not work period this direction. I have to go into my skydome, cast to the widget, set the text and that just seems backwards, I should be able to display the variables data on the GUI instead of setting the GUI in the BP that owns the variable I would think. Keep in mind I'm a C# programmer, it doesn't allow for much data type casting.
TLDR: Do dynamic widgets IE a variable value being displayed in a text box have to be set from the BP the variable exists in? I cannot display a public variable from a BP in my level which is bound to a text block in a widget which is created in the HUD BP then added to viewport. This clutters my BP's redicously, I'd like to have all my GUI stuff on my UMG class BPs and HUD class BPs
asked Mar 21 '15 at 01:10 PM in Blueprint Scripting
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