Stylizing Interactive Widgets
Here you will get the basic understanding of Common Styling
Last updated
Here you will get the basic understanding of Common Styling
Last updated
Go to the folder Widgets/EssentialSubParts. There you'll find WBP_OptionBase
, open it. This is the Base Widget Class
for all four Modular Options we've covered in the previous chapters. And go straight ahead to the Event Graph
.
Select Class Defaults. There will be the section called (Common) Stylizing
, filled with the most basic things used to make appearances for all those widgets you already know.
Play with those properties and see the results in the game, or in most cases, you could see it right in the Editor 's Widget Designer of certain widgets, like in your WBP_PageExamples
or WBP_Options
.
While you do this Styling in OptionBase
, do not switch to the tabs of those particular widgets: WBP_MainMenu
and WBP_GameMenu
.
Such particular action crashes the Editor most of the time. Instead, just run the game, and after that you can (most of the time) switch to those widgets.
Or better don't even open those high-level widgets at the first place.
Useful hint:
In case you did not know, in Unreal Engine Editor you can copy-paste very quickly any field or property by Shift+RightClick
-> Shift+LeftClick
. In situations like when you styling those brushes, once you are just styled the Normal brush, you then want to copy-paste it to the others:
In the section (Common) Stylizing
there is also a checkbox, but this one intended for rather 'external' usage by derived widgets, then directly in the OptionBase
. So go to the folder where Modular Options are, and open one of the four.
The same way in the Class Defaults
you will find this section of the parent:
Uncheck this checkbox and see the effect in the game.
Now this Modular Option uses appearance directly from the Editor's slate interface.
So with a simple action like that, you can detach one of the Modular Widgets entirely from the rest. It might be useful, let's say when you want all widgets to maintain a unified look but you want Keybinders
to be different. Or even you can keep Common Styling
applied and adjust some of those (C)
properties of the parent.