Cant even get a widget to open after 4 hours

This commit is contained in:
MH261677 2022-11-12 18:47:13 +00:00
parent cdab08dcdf
commit 4d53a2cdda
8 changed files with 48 additions and 13 deletions

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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size 23329
oid sha256:e11da137b25dda1d74cb3fcbcc1feaaa4fa3d8cffb13e8994b75a01e3691eed7
size 23038

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:2d2407c9aeda28720c26b714c16034f1209ee213730b0931ebd93ead214b261c
size 27962
oid sha256:cc549e8f57a466d4be83e0d4519404f3b2dd0186c70090e944c9089772a594b8
size 20569

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Content/Merchant_Blueprint.uasset (Stored with Git LFS) Normal file

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@ -1,8 +1,10 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "TempCharacter.h"
#include "UObject/SoftObjectPath.h"
#include "Dialogs/Dialogs.h"
#include "Engine/GameViewportClient.h"
#include "Blueprint/UserWidget.h"
#include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.h"
@ -66,16 +68,44 @@ void ATempCharacter::LineTraceLogic()
TraceParams.AddIgnoredActor(this);
bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
/*bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
if (bHit)
{
if (OutHit.GetActor()->ActorHasTag("MerchantTag"))
{
FStringClassReference WidgetRef(TEXT("WidgetBlueprint/Game/Merchant/BP_OPENDIAL.BP_OPENDIAL"));
TSubclassOf<class UUserWidget> WidgetLoad = WidgetRef.TryLoadClass<UUserWidget>();
UUserWidget* TestWidget = CreateWidget<UUserWidget>(this, WidgetLoad, FName(TEXT("MyWidget")));
if(TestWidget)
{
TestWidget->AddToViewport(0);
}
DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
}
}
*/
// In a constructor
FStringClassReference MyWidgetClassRef(TEXT("/Game/Widgets/TestWidget.TestWidget_C"));
// Get the widget class
TSubclassOf<class UUserWidget> TestWidgetClass = MyWidgetClassRef.TryLoadClass<UUserWidget>();
// ... then to display you widget do
// Check if class was found
if (TestWidgetClass )
{
// Create the widget
UUserWidget* TestWidget= CreateWidget<UUserWidget>(this, TestWidgetClass, FName(TEXT("MyWidget")));
// Check if widget was created
if (TestWidget)
{
TestWidget->AddToViewport();
}
}
// I GIVE UP LOL!
}

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@ -4,6 +4,7 @@
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Blueprint/UserWidget.h"
#include "TempCharacter.generated.h"
UCLASS()

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@ -8,7 +8,7 @@ public class the_twilight_abyss : ModuleRules
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG" });
PrivateDependencyModuleNames.AddRange(new string[] { });

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@ -9,7 +9,8 @@
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
"Engine",
"UMG"
]
}
],