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InputImage can now override initial hidden state if desired so you can start them invisible
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@ -127,7 +127,7 @@ void UInputImage::UpdateImage()
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if (Sprite)
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if (Sprite)
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{
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{
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if (bHiddenBecauseBlank)
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if (bHiddenBecauseBlank || bOverrideHiddenState)
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{
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{
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// Use Internal so as not to recurse back here
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// Use Internal so as not to recurse back here
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SetVisibilityInternal(OldVisibility);
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SetVisibilityInternal(OldVisibility);
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@ -41,6 +41,14 @@ protected:
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere)
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float UpdateDelay = 0.1f;
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float UpdateDelay = 0.1f;
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/// Option to set this image as visible when bound, even if its state is hidden from outside
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/// The default behaviour is that if this image is hidden by other means, visibility is not overridden.
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/// This is safer but can result in a 1-frame blank image sometimes. Instead if you set this to true you can
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/// set your images to hidden in the designer and have them display themselves when there's something to show.
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/// You can then control invisiblity for other reasons from a parent widget.
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UPROPERTY(EditAnywhere)
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bool bOverrideHiddenState = false;
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/// The player index for which the input should be looked up
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/// The player index for which the input should be looked up
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere)
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int PlayerIndex = 0;
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int PlayerIndex = 0;
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