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How to create a function input as a combobox?

Hello everybody

I would like to create a function with an input as a combo box in one of my blueprints:

alt text

But i dont know how to fill it, work with it or if it is even possible to do this using blueprints. I cant find info in internet so i have to ask :)

alt text

Thank you all :)

Product Version: UE 4.13
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asked Nov 04 '16 at 08:01 PM in Blueprint Scripting

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2 answers: sort voted first

Your Event's input shouldn't be the WHOLE combo box, all you need that it contains, probably a string. Before you call the event, you have to put in a "get ComboBox" node, and a "Get Selected Option" after that. From there, you can know which option was choosed by the player, and that's all you need.

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answered Nov 04 '16 at 10:38 PM

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avatar image willjog Nov 04 '16 at 11:10 PM

I know how to "Get selected option" inside the function, but i dont know how to fill de combo and when, for example with "sound waves" (like in the function "Play Sound at location") or just with an array of strings. TY very much

avatar image CrimsonHawk Nov 05 '16 at 01:28 AM

If you select the combo box, you should find an option like Default options, that's where you should should put your selectable strings. This should work if you don't plan to change them dynamically. If you do, then I have to check it tomorrow, when I get back to my pc.

avatar image willjog Nov 05 '16 at 07:57 AM

Thats exactly what i want: fill it dynamically and not with simple strings: with sound or animation assets or with any kind of entities. Thak you a lot

avatar image CrimsonHawk Nov 05 '16 at 04:41 PM

As I said, strings. That's all the user see, that's all you can get out from it. But it's your choice what to do with that information. If you'd like to use assets based on the string I recommend using Data Tables, they can be used for asset maps with a string key.

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A combo box is a simple widget that acts like a Dropdown Menu

It cannot be used the way you want it to be used.

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answered Nov 05 '16 at 04:26 PM

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