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Slate C++ Widgets, interaction with UMG.

I have currently fairly simple Slate UI, for Inventory, Action Bars etc. Nothing fancy, just basic functionality.

My question is, how Widgets created in C++, will interaction UI created in Slate ? Will my custom widgets be able to translate into UMG supported widgets, with little effort (like wrapping them into UObject),

Are there any particular things I should look out when creating my custom widgets ? Especially the ones that needs more interaction (drag&drop, moving around, etc).

I don't need UI right now (beyond simple testing), but if I can save some effort later, by creating working widgets right now, I'm all in!

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asked Jul 24 '14 at 10:02 AM in C++ Programming

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iniside
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Hi!

Good question - yeah, it's basically as easy as wrapping them in a UObject called UWidget. There's a bunch of samples in the UMG runtime module for every widget. I dunno if there's anything specifically you need to lookout for, the plan is to make most (if not all) of the stuff capable in a slate widget possible in a UMG widget. The two exceptions to that are probably templating (still working on figuring out ListView/Combobox), and named slots, we don't really expose a way to scan for them and return them to the designer. It only understands 1 slot and N-slot widgets right now.

As you start getting into it, if something doesn't seem possible let me know. There's a lot of surface area to cover, so I want to make sure we don't purposely prevent things that are common in Slate.

Cheers, Nick

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answered Jul 24 '14 at 01:51 PM

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Nick Darnell ♦♦ STAFF
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avatar image iniside Jul 24 '14 at 03:57 PM

Thanks. Good to hear that, and good to hear you working on figuring out ListView, as it tends to happens, actually most of my widgets use STileView.

I found it is most convenient way of handling, automatic grid0-like data presentation, and binding collection of items from arrays, without trying to outsmart my self.

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