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https://github.com/sinbad/StevesUEHelpers.git
synced 2025-02-23 17:45:23 +00:00
Support setting up Options widget content in design view
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parent
526b2fed1b
commit
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@ -16,7 +16,6 @@ void UOptionWidgetBase::NativeConstruct()
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{
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{
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GS->OnInputModeChanged.AddDynamic(this, &UOptionWidgetBase::InputModeChanged);
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GS->OnInputModeChanged.AddDynamic(this, &UOptionWidgetBase::InputModeChanged);
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UpdateFromInputMode(GS->GetLastInputModeUsed());
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UpdateFromInputMode(GS->GetLastInputModeUsed());
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ClearOptions();
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}
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}
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else
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else
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UE_LOG(LogStevesUI, Error, TEXT("StevesGameSubsystem is missing!"));
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UE_LOG(LogStevesUI, Error, TEXT("StevesGameSubsystem is missing!"));
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@ -44,6 +43,8 @@ void UOptionWidgetBase::NativeConstruct()
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UE_LOG(LogStevesUI, Error, TEXT("%s should have a GamepadDownImage instance."), *this->GetClass()->GetName());
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UE_LOG(LogStevesUI, Error, TEXT("%s should have a GamepadDownImage instance."), *this->GetClass()->GetName());
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// To support option set up in designer
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SetSelectedIndex(SelectedIndex);
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}
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}
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@ -118,7 +118,9 @@ public:
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protected:
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Content)
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TArray<FText> Options;
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TArray<FText> Options;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Content)
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int SelectedIndex;
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int SelectedIndex;
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virtual void SyncButtonProperties(UButton* Button) const;
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virtual void SyncButtonProperties(UButton* Button) const;
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