Now, in proper Unreal fashion, it couldn't be simply left at that. In Unreal's menu widgets, there is a display option for buttons called hover. When your hovering over a button it will change to a different asset, which we have so you know the button is selected. However, this only works with a mouse, and not the controller. The controller selection is not considered hovering, so another workaround is needed.
To do this, I had to manually change the default image to our selected image and back again when your on another button. This is done in blueprints with a function that breaks apart the button style and rebuilds it using the desired image. However, we ran into another couple problems. The first, and most important bug is that the game completely locks up due to the button constantly switching every frame. We need to either find an event that will rarely be fired, or set it up related to inputs. The other bug, is that it's not actually using the images correctly, and just setting the button back to default values. This is less important though because it doesn't break the game, like the previous bug.
Hopefully next week we will have these bugs squashed. I am also going to start trying to combine some of the separate menu widgets into one.
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