How to create a drop-down list in UMG?

I am wondering how to create drop-down menus in UMG?

All I need is a drop down menu, with a list of items, and just be able to know which the player has selected.
Just, a list of text items really.

I can’t find a way to get which item has been chosen in a combobox. But anyway, having to populate that list with actors from the content browser seems a little strange.

I’m going to have a large amount of these dropdown menus, so I don’t want to have to create separate objects in the content browser for all the possible answers…

There must be a way to do this, as a last resort I can use radio buttons, but it definitely is not ideal.

I’d also like to know about that (rollouts and/or scollboxes). I am wondering how to dynamically fill the menu list with whatever text entries are currently in an array.

We don’t support the combobox yet, the combobox is a difficult control to make both highly customizable and easy to use. For 4.5 we’re going to have a StringCombobox that limits the data you can bind to it to just string data and then go from there in future versions.

OK, thank you :slight_smile:
I don’t suppose anyone has any way of achieving something similar for now?

As far as I’m aware this still hasn’t been fixed in 4.6, but in case you haven’t already got a way around this, I’d recommend maybe using 's tutorial for a scrollable/clickable list of items: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

It provides a good alternative.

Hello Mosel3y,

If you are trying to find out what was selected in the combo box you will need to use the “GetSelectedOption” node as shown in the picture below. Please note that you may need to turn off context sensitive when dragging off the pin in order to get it. I hope that this helps.

In the following example I use a button to print out what was selected in a combo box (string). (This is available in version 4.5.1)

Make it a great day

Maybe this here can help others, that are looking for the same.
The author is well know on UE4 Forums.

Cheers all

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