![]() ![]() You can also press F2 on each of the Buttons in the Hierarchy to change their names to reflect which button name.Īdd a second Horizontal Box containing two Buttons with text in them, one set to Del the other set to Ent. ![]() Set up the Hierarchy with 3 Buttons each with the text 0, 1 and 2 respectively. Open the KeypadWB Blueprint and delete the Canvas Panel. In this example, the player must use the keypad to enter the text 1212 to signal a successful entry but you could use any value you wish.Ĭompile and Save the KeypadDisplayWB Blueprint. In the Hierarchy, add a Size Box with a TextBox.įor the Size Box, set the preview to Desired on Screen and override the Width and Height to 100x50.įor the Text Box, set the Hint Text to 1212 and adjust the Font Size to 28. Open the KeypadDisplayWB Blueprint and delete the Canvas Panel. In this step, we create the layout of our interactive UI Widgets and script what happens when clicking a button. Next, we will set up our interactive Widgets. Now, our character can interact with Widgets in the world. Then add two Widget Blueprints called KeypadWB and KeypadDisplayWB. In the Content Browser create two Blueprint Classes based on Actor named Keypad and KeypadDisplay. In our example we use the Right Mouse Button to simulate a Left Mouse Button click however, you can use a gamepad button press or even Motion Controller Trigger press to fire off the Press Pointer Key function. Widgets respond to mouse/touch interaction via Left Mouse Button click or touch controls, and we can simulate this interaction using the Press Pointer Key function. Connect the Pressed and Released pins from the Right Mouse Button to the respective Pointer Key nodes. Off Widget Interaction add Press Pointer Key and Release Pointer Key nodes. In the Event Graph, add a Right Mouse Button Event and drag in the Widget Interaction Component. The Widget Interaction component will now point in the direction that player points the gun, which is indicated in-game by a debug marker. In the Details panel, then zero out the Location and check Show Debug. Inside the Content > FirstPersonBP > Blueprints folder, open the FirstPersonCharacter Blueprint.Īdd a WidgetInteraction component attached to the Sphere. 1 - Character Setupįirst, we need to set up our character with the Widget Interaction component and create the assets to display our UI. For the purposes of this guide, we are using the Blueprint First Person template project. ![]()
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