UI Widget Pre Construct

So I’m building an RPG combat UI that populates a party stats widget based on the current party - so if you have 4 members, it will add 4 “Character Panel” widgets and populate them with each character’s name, HP, etc.

I’m using the Pre Construct node to add some default panels with placeholder names so I can see what the UI will look like in the designer. But when I run the game, it’s adding these along with the ones I’m adding in Construct, so I’ve got a double-sized party with a bunch of fake entries.

Is this not what this feature is meant to be used for? Is there a checkbox somewhere to disable it when actually running the game? Do I just need to delete those widgets in Construct before adding the real ones? Should I keep them and just update the data inside to the correct values, rather than adding more panels?

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Sounds like you’re adding the same set of panels twice. The better approach might be to leave your Pre Construct as-is and modify your Construct to modify the panels to update the placeholder names to be the ones you really want.

No, they’re two different sets of panels - one is just placeholders created with a loop and using an array of names so I can see the UI populated in the designer, the other is creating them from game data at runtime. I actually just figured it out, it was really obvious and I’m just dumb. I’ll post a reply below.

OK, I’m dumb. If anyone else is having this issue, the answer is to use the “Is Design Time” bool on the Pre Construct node.

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Haha thanks for admitting it and posting the answer. I was trying to figure what that boolean did.