Widget to Blueprint communication in UE4 (Not limited to VR)

  Рет қаралды 19,247

GDXR

GDXR

Күн бұрын

Пікірлер: 33
@youthsoccer-t2l
@youthsoccer-t2l 3 жыл бұрын
After a long search for passing a variables from my widget to the parent blueprint, I just landed on this. It worked. All I needed was an interface! Thank you very much!
@GDXR
@GDXR 3 жыл бұрын
Glad it helped!
@paulareb2074
@paulareb2074 5 ай бұрын
Love it! I finally understand this type of bp communication, thank you so much!!! I’m learning so much from you! ❤
@GDXR
@GDXR 5 ай бұрын
You're so welcome! I'm glad I could help.
@FutureAI_News
@FutureAI_News Жыл бұрын
WOW! very helpfull! Best Tutorial on the Internet for Widged Communication...
@grajo6052
@grajo6052 3 жыл бұрын
Hi Jonathan, this is exactly what I was looking for. Thank you so much! Your tutorials are really helpful!
@GDXR
@GDXR 3 жыл бұрын
That's great to hear.
@kobeasher4563
@kobeasher4563 3 жыл бұрын
you probably dont give a shit but if you guys are stoned like me atm you can stream pretty much all the new series on InstaFlixxer. I've been binge watching with my brother for the last couple of days :)
@williamjeremias5870
@williamjeremias5870 3 жыл бұрын
@Kobe Asher definitely, have been using InstaFlixxer for since november myself =)
@s3d454
@s3d454 2 жыл бұрын
Thanks Jonathan for your greats tutorials, that help me a lot.
@acosmis9301
@acosmis9301 2 жыл бұрын
Thank you so much Johan. finnaly I get the right tutorial.Your tutorials are really helpful!
@GregkotGaming
@GregkotGaming 3 жыл бұрын
I struggled through working this out a couple of months ago when I had a timer in one widget and another widget that displays the time when it stops (and another couple of actors are effected). Took me so long to work out and I kind of bodged it by having a third actor that overlaps them, checks for tags and assigns them as reference. It then sends all of them a reference to each other, which they save, if necessary, as an object reference and they use it later on. It all happens in the first second of loading the level, so nobody would know. No idea how I came up with the idea.
@GDXR
@GDXR 3 жыл бұрын
That's one hell of a solution, but hopefully this can help you make it a little bit easier to work with.
@javierearreras
@javierearreras 3 жыл бұрын
Hi Jonathan, I found your video very interesting. Especially since it solves half of the problem I have. I'm still having half a problem, but maybe you can help me? In your video you mention the interaction of Widget to BP. But if I had a BP with a custom event that I want to trigger an animation in a 3D Widget, how would you do it? The animation is not complicated at all, just a Canvas Panel with things inside that should all grow together when the BP gives them the order. It seems to be the exact reverse of what you did in this video. But I can't find how to reverse the logic. From the start, thank you very much.
@GDXR
@GDXR 3 жыл бұрын
Hi Javier, To fire a custom event in the 3d widget you would need to get a refrence to the widget -> get user widget object and cas to the widget. From there you can get the custom event to trigger the animation in the widget. To play an animation in a widget you can use the time line tools in the widget editor to animate it. Then in the Widget event graph you can drag of your custom event and search play animation and use the animation refrence (Variable) as the animation to play.
@javierearreras
@javierearreras 3 жыл бұрын
@@GDXR That's! I could do it with what you told me! the difference was that I used Get Widget instead of Get User Widget Object, with the latter I was able to communicate how I was looking. I don't know what the difference is between them, but you saved me. Thanks a lot!
@draganastamenk
@draganastamenk 2 жыл бұрын
Hi Jonathan, do you have insights how would you go about creating a picker GUI for a control rig? I'm trying to get just one button that would select a control. Not sure which nodes I should use in the editor utility widget? I'm new to Unreal, and I'm pretty sure it starts with Get Selected Actor, but that's where it ends for me :D Thank you for any help! Cheers
@drago9606
@drago9606 Жыл бұрын
Its not letting me target my static mesh in the Get User Widget Object
@lga9046
@lga9046 5 ай бұрын
I tried following along on Unreal 5 and the light isn't responding, though all the print strings work well except for the COMPLETE in that For Each Loop. Any changes I should note for v. 5?
@GDXR
@GDXR 5 ай бұрын
it should be the exact same proccess, I recomend using some print strings to see what refrences are not being set.
@danielgarciaarocas7631
@danielgarciaarocas7631 Жыл бұрын
When making the APK the widget and line trace stops displaying correctly, I have seen that the solution is to disable multiview, but I need to use multiview
@GDXR
@GDXR Жыл бұрын
line trace is for debug mode only so when you build your apk with shipping it will not be visible. The correct aproach is to use a niagara particle alongside.
@RPGFOLIFE
@RPGFOLIFE 2 жыл бұрын
This entire could have been 10 seconds. 1) In Widget Blueprint: Make reference to object you want to communicate to via reference variable. 2) In Object Blueprint: Set Widget reference variable at event begin play via get user widget object node and casting. 3) Add your game logic.
@gsudhanthiran
@gsudhanthiran Жыл бұрын
Yes after you cast and set the reference no need for interface.
@1mpqn282
@1mpqn282 2 жыл бұрын
Thank you so much for your tutorial. But in the get actor reference path, I did the same thing but it seem that i can not get reference of any actor. So far i have tried select from the panel, pick by eyedrop like you but it always return to none.
@chomnansaedan4788
@chomnansaedan4788 2 жыл бұрын
I need to use a struct that's being filled in another blueprint to my widget in order to compare values. How can I do this?
@GDXR
@GDXR 2 жыл бұрын
Of the top of my head. Id store the struct in your projects game instance. And then you can access it from your umg as well.
@qiyuanan4382
@qiyuanan4382 Жыл бұрын
Hi,thanks for the great tutorial. But I still can't figure out how to transfer a value from widget to a pawn or character BP class. I will really appreciate it if you give me some clue.
@KYANYKYANY
@KYANYKYANY 3 жыл бұрын
Excuse me ,I dont know why I cant find the widget,I need some help..
@Fikarblackproject
@Fikarblackproject Жыл бұрын
when i try put my widget to blue print, it totaly black
@GDXR
@GDXR Жыл бұрын
my guess would be you using background blur, if so I belive it's not supported in VR.
@habibmustansar3290
@habibmustansar3290 3 жыл бұрын
I am facing black screen issue whenever i attach a candidate image with session config. As soon as i do that and deploy the app on android phone, the screen goes black. any one having any solution regarding this, please let me know. But days ago with all the same settings it was working quite ok.
@chrishayes9978
@chrishayes9978 2 жыл бұрын
So I pretty much give up on blueprints. If you place a widget within an actor blueprint, and you want that actor to manipulate that same widget that's already on that same blueprint, for some reason you have to create a separate widget, then activate that somewhere else, then cast somewhere else to get information on the same blueprint the widget is on, then after 3 days the only route you come out of is the FAILED TO CAST. Blueprints are stupid. There needs to be a simple, to the point method to this. Like public variables should be public. In C# it's as easy as press "." There's no reason it should be this tedious to manipulate a widget on an actor, especially if the variable is public. I still can't get it to work. It's a good thing I know C#.
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