How to make Dynamic Dark Souls UMG inventory?
I have a set up that Upon colliding with an object, an icon representing the object appears in the inventory - like dark souls. But I am having a hard time trying to figure out how set up the selection using a gamepad. It doesn't seem very efficient that I make a "switch on int" for like 100 numbers
So what I am trying to do is -
If anyone has any advice on how to have some sort of "dynamic - switch on int" or something would greatly appreciate it.
asked Aug 20 '16 at 05:47 PM in Blueprint Scripting
make a custom widget for your buttons, and give it a boolean called Highlighted. use this boolean to decide how to set the style of the button.
then in the main widget, you can put all of the button references in an array, and any time you want to change ButtonIndexPosition, you get the currently highlighted button, set its Highlighted boolean to false, then change ButtonIndexPosition to its new value, and set the new button's Highlighted variable to True. that way, you will only have 1 option highlighted at a time.
That worked, Great!!!
Thank you so much
answered Aug 25 '16 at 07:07 AM
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