#Why can I freely add child widgets to a

1 messages · Page 1 of 1 (latest)

formal rampart
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What are you trying to achieve (beyond renaming a widget) ?

static quail
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Literally just trying to name this widget, and change its color

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The menu I duplicated is the PlayerList menu, and I'm trying to change some of the icons / layout there

formal rampart
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You should be able to change the color from your SelectionButton with the SCR_SortEelementComponent

As for the name, sadly it wont be an option if its a prefab

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And yes the reason you cannot change its color is because SCR_SortEelementComponent is overriding your change

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Why do you need to rename this widget ?

static quail
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There was actually no reason I need to rename this specific widget fwiw. I originally thought that since the color for the icon modify its color. But a generic name makes it a bit more difficult to find :p

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Sorry it's late and I'm a bit tired, so to rephrase the root of what I'm trying to do: I am just trying to change the color of a widget contained within this WLib_ButtonSort_text.layout .

formal rampart
static quail
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ahhhhh I see it now.

formal rampart
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One of the events is for the Background widget, you could use this one as a template on what you can do

static quail
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Got it, that makes sense. Thank you for the guidance

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I'll give it a go after I figure out this scripting logic. tl;dr of why I'm doing this: i'm basically implementing my own scoring game stats system on top of the existing player listing menu but trying to surface supplies delivered and spent. Figured coloring the supply "delivered" icon as green and "spent" as orange would be a good indicator rather than text

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almost got it! remaining pieces are the supply spend per player bug and the icon colors 🙂

formal rampart
static quail
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btw @formal rampart I was slightly lost at the time but finally dove into the Effects for the widget and figured things out. I'll admit though, I'm unsure if it's the tooling or the states are a bit confusing but I had to do some trial-and-error with toggling the effect events to get the color to override correctly.

But eventually got it!