![]() ![]() Then a button which contains the text blockīutton->OnClicked.AddDynamic(this, &UMyEditorWidgetClass::PrintText) TextBlock->SetText(FText::FromString("Hello World")) UCanvasPanel* CanvasPanel = static_cast (RootWidget) The default root widget is a canvas panel Void UMyEditorWidgetClass::NativePreConstruct() The rules of construction are the same than for any UMG widget written in C++, so if you are familiar with C++ UMG widgets, there’s nothing new. It could also work by overriding NativeConstruct but this way we will be able to preview the widget with the widget blueprint. To edit the components of the widget, we will override the NativePreConstruct() method and we will construct our widget there. We want to create a button that when clicked will call the PrintText() function. We set this property as editable, so it can be edited in the widget blueprint which will extend this class.Īnd a function to print the message on the screen: UPROPERTY(EditAnywhere, BlueprintReadWrite) So, to begin we will create a property to contain the message to be displayed on the screen, like this: In this example, we will create an Editor Widget in C++ which will contain a button: when clicked, a message will be print on the screen. Defining the class attributes and functions Once it’s done, we are ready to build the widget from C++. To start, we will start by creating a class which extend EditorUtilityWidget in a plugin (the previous tutorial describes the steps to do so). This tutorial will present you how it can be done, by doing something similar to the tutorial with blueprints, but using C++. ![]() selecting the components to display and writing the logic behind. But, while we have seen the basics of the creation of such widgets, we have not studied how we can build a widget from C++, i.e. In the previous articles, we have seen how we can define editor widgets with blueprints and how define an editor widget from C++. ![]()
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