Is it possible to tag/ reference a button created in widget?
I wounder if it's possible to tag or reference a button created in widget? And to do this in Blueprint? The reason is pretty much in this question post: https://answers.unrealengine.com/questions/316470/possible-to-get-button-reference-when-button-is-cl.html
Is it maybe possible to use GamePlay Tags esxplained here?: https://www.unrealengine.com/en-US/blog/using-gameplay-tags-to-label-and-organize-your-content-in-ue4
What I have down so far (but a bit tedious) is to set an int var just after each button is hovered. After the set variable I am executing a CircularProgressBar function for about 2sec. After that I get the int var and use SwitchOnInt to direct the event flow depending on which button is hovered.
If the button is unhovered before the CircularProgressBar function has finished, it will abort the flow execution, with a isAbortProgressBar bool var just before the SwitchOnInt node. Basically setting the bool just after the unhovered event.
I guess it works ok, but it feels it becomes ineffective if you have alot of buttons in a widget, having to set the int var repeatingly after each button event.
Thanks for any input!
asked May 04 '18 at 10:38 PM in Blueprint Scripting
I'm sure I must not understand what you mean. Is this what you are looking for?
After this is checked in UMG Designer you can access the button object just like any other variable.
Sorry if I misunderstood.
answered Jun 23 '18 at 05:23 PM
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