Comments (8)
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UE 4.22
from uinavigation.
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2.7.2
I pulled it in through UE marketplace this morning.
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How are you creating the grids? Can you send a screenshot?
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Yeah sure. For what it's worth, this is a pretty slick plugin you have here.
I'm still in the super early stages of putting it all together, so screenshots illustrate a hard-coded set of inventory icons in 3 groups and 8 icons each, but at some point this will be entirely dynamic based on a character that can have an un-bounded set of items that will grouped by category (swords, axes, bows, etc). So each group (grid) needs to be a wrap box that is sized so that only 5 icons can fit before wrapping. This aligns with the Dimension X of the 2d grid. So it's:
<verticle box>
<header>
<hr>
<wrap box>
<nav button>
<nav button>
....
</wrap box>
<header>
<hr>
<wrap box>
<nav button>
<nav button>
....
</wrap box>
...repeat...
</verticle box>
This actually works out very well. This only thing is, I had to adjust the c++ code to make it work. I found the original 0 button parameter enforcement unnecessary. This works just fine:
void UUINavWidget::AppendNavigationGrid2D(int DimensionX, int DimensionY, FButtonNavigation EdgeNavigation, bool bWrap, int ButtonsInGrid)
{
FButtonNavigation NewNav;
FGrid NewGrid = FGrid(EGridType::Grid2D, UINavButtons.Num() > 0 ? UINavButtons[NumberOfButtonsInGrids] : nullptr, NavigationGrids.Num(), DimensionX, DimensionY, EdgeNavigation, bWrap, ButtonsInGrid);
...
}
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Thanks for the compliment 👍
So if you call the functions the way you do in the screenshot and without modifying the AppendNavigation2D function, what happens?
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Oh ok I get what the problem is 👍
I'll take care of it!
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Related Issues (20)
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