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Cannot select Image Asset in UMG Blueprint

Hey guys,

I'm currently having Problems binding a SlateBrush. I want to create an UMG Widget in this style. alt text The text is bound correctly and I can Change it from outside this blueprint.

However binding the Image isn't possible because I cannot select any Assets alt text

Thanks in advance for your answer

Product Version: UE 4.10
untitled.png (29.4 kB)
assetselection.png (130.9 kB)
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asked Mar 29 '16 at 12:06 PM in Using UE4

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Cloudy McStrife
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avatar image thyshimrod Aug 05 '16 at 12:10 PM

Do you find a way to do this?

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You want to get the Image variable from TitleWidget and call SetBrush on that

TitleWidget - GetImageVariable -> set Brush

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answered Aug 05 '16 at 03:27 PM

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avatar image RJS Jake Jan 15 '17 at 06:49 PM

Can you be more specific ?

avatar image Plosnita Jan 15 '17 at 07:40 PM

Tile image does not contain an Image field. Your image is a child of TileWidget.

In TileWidget make sure the image is set as public (the default is public - it's a checkbox named "Editable")

From TileWidget drag the blue wire and select GetMyImage (If inside the TileWidget the image is called MyImage, like you di with TitleText). On this new node call setBrush

avatar image GamingByNumbers Aug 06 '17 at 11:24 PM

And then what? After setting the brush, there's no output pint to put into the set.

avatar image Plosnita Aug 07 '17 at 07:12 AM

What set? The question was about changing the way the Image Widget is draw. The problem was that the widget takes a brush, not an image asset. If you want to cache the brush (just guessing here), you can "put into the set" by connecting the brush to the add operator, there is no need for an output on the widget method

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