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Inputs in UMG


  1. want to store the name of the player in the options , so the user cans type his name or pseudo in a EditableText box so it show the name of the user in the InGame HUD in the corner

  2. Is there any way to be able to detect the button that the user has pressed and store it like binding

and thank you

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asked Aug 29 '14 at 10:00 PM in Blueprint Scripting

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  1. You can promote the Editable Textbox to a variable. If you click at the box you can enable the Variable and change its name at the topmost field on the right side. Now you have different options. You could make a dialog that needs a button to be pressed to save the name. Now if the player types in the name and presses "accept"-button or something like this, you can bind a function to it, that saves the name to a savegame.

  2. You can bind function to buttons by clicking on the button and searching a field in the options menu on the right side. There should be a field that has a button with "Bind" on it. If you press it, you will be redirected to the Widget Graph and a new function will be created that is bound to the button. There you can define what it shall do. You can also rename the function like you would do in a normal event graph.

I would recommend to watch the Twitch Stream Record about UMG on Youtube. This should be the video: https://www.youtube.com/watch?v=FaBJYFhP5yo They show basic things and explain a bit.

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answered Aug 30 '14 at 12:32 AM

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