![]() You can set the working screen size from the ScreenSize drop-down menu. When creating your content in UMG, have in mind the target resolution and build all your Widgets based off that resolution.įor example if your target is 1080x1920, author each of your Widget Blueprints using this resolution setting inside UMG. With that said, the topics covered on this page are things that you can consider when creating your content and then decide whether or not to implement them. Keep in mind that there are no "right" or "wrong" answers when it comes to creating content with UMG and you should go with what works best for you in your given situation. ![]() However, if you have a more complex UI screen with several properties that are going to change at specific times, it might be better to use Event Based logic to perform those changes rather than checking them every frame to see if they should change. While that largely depends on the scope of your project, this page will outline some of the things you may want to consider when setting up your UI.įor example, if you are creating a simplistic UI screen that has a handful of variables that are going to change frequently, you might consider using Property Bindings to drive those changes. ![]() As you start to experiment with and create UI elements with Unreal Motion Graphics (UMG) you might ask yourself if you are doing things the most efficient way possible. ![]()
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