UI & Widgets
Unreal
virtual void NativeConstruct() override;
bool UTestWidget::Initialize() { MyTextBlock_Name->SetText(FText::FromName("Player"));//UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) class UTextBlock* MyTextBlock_Name;
return true; }
void UTestWidget::NativeConstruct() { MyButton->OnClicked.AddDynamic(this, &UTestWidget::GamePause);//UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) class UButton* MyButton_Pause;
if(EnemyRange < 100) MyTextBlock_String->SetText(FText::FromName("Alert! : Enemy Near, You"));//UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) class UTextBlock* MyTextBlock_String;
}
void UTestWidget::GamePause() { class UGameplayStatics::SetGamePaused(GetWorld(), true); }
//AMyHUD.h with #include "GameFramework/HUD.h"
UPROPERTY(EditDefaultsOnly) TSubclassOf<class UUserWidget> theTestWidget;
void AMyHUD::PortWidget() {
UTestWidget* theTestWidget = Cast<UTestWidget>(CreateWidget(GetWorld(), theTestWidget));//#include "Blueprint/UserWidget.h", #include "Blueprint/WidgetTree.h"
theTestWidget->AddToViewport();//Not Required only on HUD class on player, GaMode, etc Also work PortWidget
Unity
public Button btun;//using UnityEngine.UI;
public Text txt;
void Start() => txt.text = "Main Menu";
public void Btun() => Application.LoadLevel("NewLevel");
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