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Two windows in a program

Hi!

I need to make a program with two windows: the first window (main) where the player could walk around the level and the second window, where I could change the position of the actors in runtime (some kind of room planning app)

Is it possible to realize in UE4?

with best regards,

RealCoder

Product Version: UE 4.8
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asked Jul 24 '15 at 10:29 AM in C++ Programming

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RealCoder
38 2 3 9

avatar image hwray Apr 25 '16 at 08:10 PM

Curious about this as well...

avatar image wangchao719 Dec 14 '16 at 08:25 AM

How can I just want a left top small main window in full screen mode (other place are all black)

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3 answers: sort voted first

It is possible as editor does that, it seems it quite easy to be done with Slate, you create window first which you need to do with this function:

https://docs.unrealengine.com/latest/INT/API/Runtime/SlateCore/Rendering/FSlateRenderer/CreateViewport/index.html

You can get rederer via this: FSlateApplication::Get().GetRenderer()

Window is also widget SWindow: https://docs.unrealengine.com/latest/INT/API/Runtime/SlateCore/Widgets/SWindow/index.html

Inside windows you place SViewport: https://docs.unrealengine.com/latest/INT/API/Runtime/Slate/Widgets/SViewport/index.html

If you have 0 idea about Slate, it is engine UI system initially made for editor, but it also can power gameplay UI (for example UMG is blueprint front end of Slate), here link for good starting resource:

https://docs.unrealengine.com/latest/INT/Programming/Slate/index.html https://wiki.unrealengine.com/Slate,_Hello This can be helpful to as it shows some slate stuff: https://www.youtube.com/watch?v=zg_VstBxDi8

In the first function i give you as SWindow aregument you use SNew(SWindow) or better SAssignNew(MyWindowVarable,SWindow), as for argument functions you look up FArgument sub class in API refrence usally in bottom, but i give oyu links for SViewport and SWindow

https://docs.unrealengine.com/latest/INT/API/Runtime/SlateCore/Widgets/SWindow/FArguments/index.html https://docs.unrealengine.com/latest/INT/API/Runtime/Slate/Widgets/SViewport/FArguments/index.html

Slate is weakly documented so ultimate example resource for is engine source code it self aspecially editor code, but no worries Slate works outside editor (it needs to power UMG anyway) so as long as you dont call any editor code you are ok.

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answered Apr 26 '16 at 12:15 AM

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Shadowriver
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avatar image kefka321 Jun 02 '16 at 01:45 PM

Hey Shadowriver,

i am extremely interested in this too. Could you give me some short example code which extends the unreal engine and just adds a new window without any content but which is shown? That would be really nice of you.

Thanks in advance and best regards.

avatar image KnightArchitects Sep 21 '16 at 08:24 AM

I was looking into this as well and here is what I have ended up with:

 SlateWin = SNew(SWindow)
     .AutoCenter(EAutoCenter::None)
     .Title(FText::FromString(TEXT("Control Window")))
     .IsInitiallyMaximized(false)
     .ScreenPosition(FVector2D(0, 0))
     .ClientSize(FVector2D(500, 800))
     .CreateTitleBar(true)
     .SizingRule(ESizingRule::UserSized)
     .SupportsMaximize(false)
     .SupportsMinimize(true)
     .HasCloseButton(true);
 
 TSharedRef<SWindow> SlateWinRef = SlateWin.ToSharedRef();
 
 FSlateApplication & SlateApp = FSlateApplication::Get();
 
 SlateApp.AddWindow(SlateWinRef, true);
 
 SlateWinRef->SetContent(SNew(SControlWidget));

This creates and displays a basic window that you can place slate stuff into. Thanks to Shadowriver for the pointers!

avatar image thecr3w Mar 18 '17 at 06:08 PM

Thanks for this code snippit!

For other newbies like me: Just keep in mind the "SControlWidget" is your own content for your new widget. SControlWidget is no Class of Unreal. You have to define it yourself.

avatar image sgtDrew Feb 14 '19 at 08:36 AM

I need to create, fundamentally, a separate window in which there will be a widget with buttons (something like a control panel). I create the second separate window SWindow in which I place the widget. When you press a button on the widget, the game stops, when button it is released - game continues. If this widget is placed in the main window, this does not happen. Is it possible to overcome it? And what can it be connected with?

avatar image sgtDrew Feb 14 '19 at 10:05 AM

I excusal. The problem was only when you run through the "PLAY". If run through the "LAUNCH" then neither does not freeze and does not stop

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I made some plugin, maybe it can help you https://github.com/Batname/SpectatorWindow

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answered Oct 28 '17 at 09:15 PM

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DenisDubinin
56 4 4

avatar image CrashAngel Mar 16 '18 at 03:20 AM

Hi, i trying Build this plugin in 4.19 and receive erros....

I would love to be able to use this plugin ... can you take a look without a code, please?

avatar image flarion Mar 16 '18 at 09:30 AM

Hi!,

I recently upgraded the project to 4.18.3 (pull request is waiting). You can find it here: https://github.com/fweidner/SpectatorWindow

Best, F

avatar image CrashAngel Mar 16 '18 at 05:21 PM

Hi, i Receive this error in this line when Build

R_MotionController->Hand = EControllerHand::Right; (No member named member in hand in UmotionControllerComponent)

avatar image CrashAngel Mar 17 '18 at 01:08 AM

Hi, i Build the project... More When I Package i receive this message: Could not find SuperStruct MV_UserWidget to create BP_MV_UserWidget_C

could you tell me where I can change?

This variable is Protected and i change to Public more no effect...

avatar image intrus03 Mar 29 '18 at 11:02 PM

Hi Denis

Is it possible with SpectatorWindow render from a render target instead of draw from frame buffer? If it is posible how can I do it?

Thank you in advance.

avatar image DenisDubinin Feb 14 '19 at 11:16 AM

Hello, I'm working on a new solution for it for one of our customers, I'll share some code later on. about 1 month. Contact me by dennis at geodesic.games or follow our website if I won't put an update here in one month http://www.geodesic.games/

Thank

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answered Mar 02 '19 at 07:53 PM

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DenisDubinin
56 4 4

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