On the node, click the Class drop-down menu and search for the Widget Blueprint we just made, SampleUI. Right-click in the graph and search for the Create Widget node. This involves adding some scripting to tell the level that when you press Enter the text should display in-game.įrom the Main Toolbar, select the Blueprints dropdown and then Open Level Blueprint. In order to see the text you just created in-game, you need to add the Blueprint Widget to your level. Then, close the Widget Blueprint.Ģ - Adding the UI Blueprint Widget to your Level In this section, you can also change the Font Family and Typeface.Īfter making your adjustments, select Compile then Save. Text: This is the text inside the widget that appears in the UI.Ĭolor and Opacity: Select a color for your text.įont Size: Open the Font group and adjust the size to 56. Size to Content: Check this so the widget auto-adjusts to the size of the widget. Text Widget Name: We suggest you change this so it's easier to quickly differentiate between the different elements you create. Set the following properties for the Text widget in the Details panel: This ensures that as the viewport size changes, the Text widget will stay anchored relative to the center of the screen. In the Details panel for the Text Widget, click the Anchors dropdown and select to Anchor to the center. The Palette window contains several different types of widgets that you can use to construct your UI elements. Inside the Palette window, drag a Text widget into the Visual Designer graph. To script functionality for the Widget Blueprint, select Graph in the top right corner of the editor. The Widget Blueprint opens by default to the Designer tab, which is where you set up the visual layout of your UI elements.
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