How to access the blueprint of a widget from the game view - unreal-engine4

I have joined a big game project but as I work in remote it's difficult find the right person to ask where I have to go in order to modify the comportment of the button currently on my game view.
So I would like to know if there is any way to: select the blueprint of one object displayed on the game view while running the game ?

As far I know, there is just no way of knowing what UMG/Slate widget class is currently displayed in the viewport, let alone going to the source by clicking on it...sorry.

Related

Delete button for object - MRTK

I have a question regarding Unity and mrtk. I need to create an object, which can be deleted via button push. This button should be attached to the object. Now there is the app bar which can be attached to the object and which is very convenient because the buttons are only displayed on the side of the object you currently look at. However the app bar does not seem to work properly with the new bounding box and after deactivating the adjust button on it. So my question basically is, how do i make a button which is attached to the object, hovers on it and is only displayed on the side of the object i am currently looking at? The script of the app bar is very poorly commented, so i cannot figure out which part is responsible for making the button appear on the correct side and correspondingly how to write a script displaying the delete button only on the correct side (following the direction i am currently looking at).
To solve this problem you need a free Canvas that attaches to your object. This Canvas should be adjusted to the dimensions of the object and always look at the camera. To do this, first create a canvas and set RenderMode to World Space, Remember that you have entered the Event camera reference.:
After completing the canvas, make a button like the one below and place it in the body. In this section, adjust the dimensions so that you want to appear in near of your main object.
Finally, I suggest using Look At Constraint to match the canvas and the view to the camera. Insert the camera as source and fix Constraint settings it as shown below.
Example Result

Unity AR UI not showing up

I have created a simple Unity AR Foundation app which places objects on a plane whenever the screen is touched. I would like to add some UI so the user can press a button rather than anywhere on the screen.
I have followed several different tutorials which seem to be doing mostly the same thing. I right-click the Hierarchy -> UI -> Button. I have scaled it so it should fit my mobile screen and anchored it to the center so it should be easy enough to find.
These are the canvas settings:
Might the UI somehow be hidden behind the camera feed from the AR Session Origin -> AR Camera? Am I missing any steps to anchor the UI to the screen?
As you can probably tell, I am very new to Unity but I feel like I have followed the tutorials for creating a UI, but it simply won't show. If you need more information, please just ask and I will provide.
Not sure but sounds like you might need to have that Canvas Scalar to scale with the screen size. Change the UI scale mode to Scale with Screen Size.
I was compiling the wrong scene. I had two very similar scenes, so when I compiled I didn't realize there were no changes and that I was inspecting the entirely wrong scene.
Once I changed to the correct scene the setup above worked as expected.

Keep container on top after dragging

I am migrating game from windows phone to flutter card game. I cannot find the way how to keep the card on the top after dragging.
Stack order is too complex and problematic for such simple action and would involve 4 player active, not active cards, cards on the table, combination sets re-arrangement :( In Windows phone there was a Rectangle with ZIndex which i could set to any rectangle on the screen.
I am missing something similar in flutter. I cannot believe that stack order is only way to solve this because it would make any game development impossible.
I am not using any game engine (maybe thats a problem) but i feel like i do not need it because it is not game-loop based game it is event based - click, drag etc.
Do you know any solution how i can achieve that?
There are 2 options -
1. Stack
Update the position of its children by mutating the List and calling setState or use Positioned.
2. Material
The Material widget has a property named elevation. Set it's value dynamically to achieve the effect

UI Hololens - HandDraggable Issues

I've recently created a 2D app for the HoloLens. It is a UI Panel with several buttons into it. In order to drag the panel and be positioned as the user wants, I implemented the HanDdraggable.cs functionality (from HoloToolKit). However, whenever I try to move the panel it also rotates.
To change that I modified the Rotation Mode from "Default" to "Orient Towards User" and "Orient Towards User and Keep Uptight". But then It works even worst; if I implement that case, whenever I try to select the panel and drag it to somewhere, the panel runs off from my field of view and it suddenly disappears.
I wanted to ask if somebody has already tried to implement the HandDraggable option into an UI Hololens app and knows how to fix this nodding issue.
I'm currently working on hololens UI for one of my projects and to manipulate UI I used TwoHandManipulatable script which is built into MixedRealityToolKit. In Manipulation Mode of that script you could only set "Move" as an option, and this would allow you to move a menu with two hands, as well as one. (I wanted to have a menu which you can also rotate and scale - which works perfectly with this script, you can lock around which axis you want to have rotation enabled, to avoid unwanted manipulation).
For your script HandDraggable, did you try to set RotationMode to Lock Object Rotation? Sounds like this could solve the problem.

iPhone Word Game like Scrabble / Wordfued / Rummi

I am in process of creating a multiplayer game similar to the Scrabble / Wordfued / Rummi. I am trying to see what would be best way go about implementing the UI and their interactions.
I would be having a framework which would keep track of all the pieces on the board and the AI for knowing if it is a valid move.
I am trying to figure out what could be best solution to handle the UI part. The game board would be larger than would the current iPhone screen could support. So the board would have an effect of a scroll view. The same goes for the game tiles using which user can play. These are not fixed amount of tiles/cards and the same could be more in numbers which would also need another scroll view kind of effect.
There would be many more effect's were the user can move a complete set of tiles/cards from the board and place it in another location of the board. Or even a tile in between the set of tiles on the board.
So I am trying so see if I should go with two scroll view provided by iOS and handle all the detaching the tile/card from one scroll view and placing the same in GameBoard scroll view
Or
Should I go with something like cocos-2d which provides more advance game UI handling capabilities.
Please do let me know your thoughts and feedback on what could be the best choice for the same. Thanks in advance for all your help.
Words With Friends uses native UIKit views. It is quite simple and uses a transition to move between the two degrees of magnification (close up and not close up).
You can do everything quickly in UIKit with a UIScrollview. You can use drag events to move tiles around the screen, even changing their perspective/look during dragging. Using UIAnimation would allow you to do simple frame based animation for things like dropping a tile.
Cocos2d will be quicker if you already know a similar gaming library. However if you choose it you you'll miss out on using Interface Builder and a lot of conveniences in UIKit.
If you're starting from a base of zero with either approach, then only use Cocos2d if you want particle effects (like stars and sparkles, UIKit has nothing for this).
Otherwise I'd say try UIKit, it's easier and there are more resources on the web.