How to cycle through huds with a button?
Hey all! Working on HUD lately and I'm wondering how I would go about cycling through different huds by clicking a hud button.
So character overview > equipment > status effects > achievemnts > etc.. > etc...
Basically just menu options that open up more shit like any rpg inventory ever. Except a button press not a keybinding.
Any help appreciated! thanc.
asked Feb 23 '19 at 04:36 AM in Blueprint Scripting
Sounds like a perfect job for a widget switcher. Think of it as an array of tabs where only 1 is active and visible at a time. This allows you to populate the switcher at design time and then use an int index to display the pertinent menu. No need to spawn / hide / show any other widget apart from the controlling switcher.
It also works well with cycling as you're simply adding / subtracting 1 from the current index. So pressing left / right becomes a natural process.
Seems like just having a bunch of "toggle visibility" issues. The button should either create a new widget and add to the view port while removing the prior one, or depending on your setup and requirements, all the widgets could potentially be created and in the viewport at the same time and the visibility is what changes based off the button clicked. So if you click a button an inventory widget opens up, then you click a button in that inventory and it opens up a second widget that shows details about the item selected etc etc.
answered Feb 23 '19 at 02:19 PM
Nebula Games Inc
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