UI to UI communications
This is my work so far.
I will have a crap ton of questions in the future. I was recently basically banished from talking on a UE4 support group on facebook so that is the level I speak of. That is my forewarning before you get annoyed at me.
Anyways my goal is to be able to spawn items, then edit them as the stove in this image is edited.
Here is what the spawning bit looks like.
Currently, I have it only set to spawn that sphere that has a light in it. I also only currently have the stove set up to be edited and such how it is. Of course that will change and that is where this question along with dozens of others will come in at.
See this image
Where the arrow is pointing I want that to be a custom options menu for whatever I click on. Say the stove. It has a light on it and such. I would like to set up a menu where I can edit light color etc (that is easy enough to make in a UI) on it but have it only bring itself up in that tab for that actor. Basically on actor hit get actor name if actors name is stove get menu put menu in tab index 2 in this case. To a degree, I think that would be a somewhat accurate description. I, however, have no clue how to do it lol. I made another UI blueprint and tried to cast to it and other options but that did nothing. Though custom tags would work as well. Since I have it set up that within a certain distance I can edit it if it has x tag. So get tag, tag whatever is equal to x menu create that menu in index 2.
Of course in the future it would be create actor from menu array or whatever, then when you spawn the actor get actor tag, spawn custom menu for said actor in index 2. I dunno have yet to go down that road currently creating betas per se maybe alphas. Baby steps and such.
(Side note I know that I am not that great as shown in the videos I only have 2 weeks of experience in this engine and most of that was spent learning to texture so at least bear that in mind before you tear into me.)
asked Jan 23 '19 at 09:13 PM in Blueprint Scripting
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