Using Verse fields in a UMG User Widget
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Introduction
Starting with 38.00, Verse fields can be defined directly in UMG. Create variables in a User Widget that can be bound to widget properties. These variable pass Verse data and are reflected in the asset digest. They will allow creation of custom dynamic UI without relying on device viewmodels.
This tutorial showcases an example where a User Widget's styling is driven through View Bindings and Verse.
All materials are created from UI materials available in the Fortnite > UI > Material folder.
Video
Verse Fields 38.00 Tutorial
Verse Device Code
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/UI }
verse_fields_example := class(creative_device):
# Volume editables
@editable
Style1Volume : volume_device = volume_device{}
@editable
Style2Volume : volume_device = volume_device{}
@editable
AddWidgetVolume : volume_device = volume_device{}
# Messages
Style1Message<localizes> : message = "Style 1!"
Style2Message<localizes> : message = "Style 2!"
# Variables
var MyWidget:UW_FieldsTest = UW_FieldsTest{}
var Style1Material:MI_Style1ProgressBar = MI_Style1ProgressBar{}
var Style2Material:MI_Style2ProgressBar = MI_Style2ProgressBar{}
var VerseProgressValue : float = 0.0
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