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Display different UMG UI according to the platform?

Hi all,

Does anyone know how to display different UMG UI according to the platform(including the device simulation, e.g, setting Target Platform to Mobile and PIE the game on Windows.)? Just like Virtual Joystick.

Thank a lot.

Product Version: UE 4.13
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asked Sep 23 '16 at 01:48 AM in Blueprint Scripting

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crtapps
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There is no passive method for that, you need to make stuff visible or load specific widget depending on platfrom name from here:

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Game/GetPlatformName/index.html

You can't detect PIE in blueprints, you would need to make your own nodes (which is not that hard) in C++ using those functions in world instance:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UWorld/IsPlayInEditor/index.html https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UWorld/IsPlayInMobilePreview/index.html

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answered Sep 23 '16 at 02:34 AM

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Shadowriver
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avatar image crtapps Sep 23 '16 at 04:07 AM

Thanks for you reply, but I have another problem.

I wrote a BlueprintCallable function named 'IsPlayInMobilePreview' in my PlayerController and call it in my HUD blueprint with the Event BeginPlay.

My IsPlayInMobilePreview function's implementation is just call another function in UWorld, like this:

return GetWorld()->IsPlayInMobilePreview();

But it always return false. I debugged it and found the real reason is:

FParse::Param(FCommandLine::Get(), TEXT("simmobile"));

always get FALSE result.

I have tried launch the game with -simmobile commandline parameter and PIE with Mobile Preview, but get the same result, it's always FALSE.

How do I solve this problem?

avatar image Shadowriver Sep 23 '16 at 04:10 PM

You not using Vulkan in that preview right?

avatar image crtapps Sep 26 '16 at 10:37 AM

Yes, no Vulkan.

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