Devlog2- Vivianne Zsoldos -- InventoryUI (Started)
For our 2nd Week, I added some Assets to our UI. As much as I could've continued to use Unreal's Widget options to make menus or a player HUD.. This wasn't giving us a collective theme. To add, I also started on our Inventory UI. This is a huge deal, because we have a survival game, but without the UI, who would really know? Jazmine does a super nice job at adding the code, but I need to add UI so her code can actually be seen!
Problem(s)- For the UI, I couldn't find a way to have it where my UI will adapt to each Inventory item. I used Images within a Horizontal box, but after hours of messing around on the design space, I couldn't get the Images to stay still after adding an Item. They would move around, squish together or the Material/Texture used for the Items would take up multiple of my Images so essentially -- The Horizontal box would be filled with an Image of Wood, even if I only picked up 1 piece. I also added the Inventory UI on the same User Widget as my PlayerHUD. However, I realized this would eventually cause issues. There may be times that I don't wouldn't want the Inventory and the Player HUD to both be shown.
Solution(s)- For the UI, I needed to make 2 new .cpp files. I made an InventoryUIComp and an InventoryWidget. Both of these would work with the (already made) InventoryComp. The InventoryUIComp is an ActorComp and the InventoryWidget is derived from UserWidget. I needed to add a delegate, and a switch to allow 1 Image per Item. I also removed the Inventory UI from the PlayerHUD and made it have its own Widget.
Note(s)- The UI changes upon Screen resizes! There are several sizes of monitors available, and the UI will adapt to each one.
(Photos are added, above ).
Files
Get Echoes of Creation
Echoes of Creation
Status | In development |
Author | FrogBoots |
Genre | Survival |
Tags | Crafting, First-Person, Singleplayer |
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