#Ability to Add Custom Widget Component to HUD
1 messages · Page 1 of 1 (latest)
i'm sorry what ? im not sure i understand.
you can add whatever you want to the UI, can you describe a bit more what is the problem , and like i said in the READ BEFORE POSTING post
: Please use the discord search feature, and if nothing is found ask in 💬general_chat for help or workarounds.
i feel like there is a way of doing what you ask for...
There is, he is asking to not have to use the work around, but you might be right that it was asked before
Basically if you add a widget child component to the existing HUD it doesn't work
a component is something you add to an actor
on the left side of the SDK window
i d k what it means in the context of widgets
Yeah, I agree with you, I understood it to mean they were technically children because they were in a hierarchy of the parent WBP....but that may not be the case and i don't know the code (as in maybe they are from the perspective of how the C++ code works?)
If that is what @lime sluice means, it could be clarified
Since it led us both to the same thing
and even then
you can add whatever you want to the UI
you can add a single widget you create yourself, and add it with BP nodes
Last I tried to add widget(s) components it didn't work and Uriah helped me out
or you can override the whole HUD and add your Widget using the designer and incorporate it there
so idk if it really warrants a feature request
and why i specifically asked everyone to discuss any feature request in general modding, in the READ FIRST post
so that answer can be found and not clog up the feature request channel
what is a widget component ?
again
there are widget childs
but idk what a compo is , in the context of a widget
a component is something you add to an ACTOR, and is displayed on the left side of the SDK window
this, is a compo
Ah ok it would technically just be a "widget" then
yeah, thats why i dont really understand the original question or the problem
Describes the Widget Component which is a 3D instance of a Widget Blueprint that can be interacted with in the world.
nevermind it is a thing
i just never used it
, still confused by the question though
The Widget Component itself is a 3D instance of a Widget Blueprint that you can interact with in your game world.
doesnt look like you add widget compo to the hud, but rather to the 3d wold
No, you were correct, you add a "widget" to the hierarchy in the WBP, and then add a widget component to the actor if you want it to show up in the 3d world, otherwise it can be used to show up on screen space.
The current HUD doesn't allow you to add in a custom widget, you can only add a new widget and modify it at run time (afaik). It would be nice to be able to just add custom Widgets to the HUD instead of either adding it to the screen or creating a whole new HUD bp
The main issue I have with adding the widget to the screen is that it requires a bunch of finicky edge cases to get it off the screen when the hud is opened... I think @violet sorrel submitted a request to have the Base UI rendered last which would solve the issue but I think it would be better if we could just plug in our custom widgets to the base HUD
like i said, you totally can
@vestal junco I would suggest we look at how @lime sluice currently renders and destroys new HUD elements to the screen, so if you have an opportunity bophodese, screenshot a code example.