#Sorry trying to make my widget show up

1 messages ยท Page 1 of 1 (latest)

crystal hull
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What is the type of component (Actor, Actor component, etc) and the "space" (Graph, Function, etc) in which your are trying to create a widget from?

frozen pilot
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Editor utility blueprint

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I have a button I want to spawn a confirmation box for

crystal hull
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Never used Editor Utility Blueprints before, but the first search in Google about your problem brings this solution.

Try typing Get Unreal Editor Subsystem and see if you get anything in your current context. If not, untick the Context sensitive option when looking for a node.

frozen pilot
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Mmmm tried that but no luck

LogScript: Warning: Script Msg called by: Get_Product_Dts_C /Temp/Untitled_1.Untitled_1:Library-Validator_C_27.WidgetTree_0.Get_Product_Dts```
crystal hull
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I see. Apologies, this is beyond my knowledge at the moment Sadge

frozen pilot
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No worries, ๐Ÿซ‚

viscid breach
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Not entirely sure you can do that. This is usally meant for runtime widgets.

frozen pilot
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Weird surely I can just make a window pop up for confirming an action?

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like in a editor utility widget

viscid breach
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Not sure how far the Editor Utilities go by now. I usually do all of that in C++.

frozen pilot
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๐Ÿ˜ญ is it hard to do in C++?

viscid breach
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Probably

frozen pilot
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๐Ÿ˜ญ

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lol

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all good I'll do something janky like a tick box hidden in far away from the button

viscid breach
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It might just be

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Something like this:

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EAppReturnType::Type Result = FMessageDialog::Open(EAppMsgType::OkCancel, FText::FromString(TEXT("Some question?")));
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But that is not a custom widget of course. That would be a simple Ok Cancel UE dialog.

frozen pilot
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can I just throw that into a function? I've got some C++ for this tool

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I'll try it ๐Ÿ™

viscid breach
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Yeah but this may not be the exact code that compiles

frozen pilot
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right no worries i'll dig away at it thanks ๐Ÿ’ฏ