Tycoon C++ UI update and animation tests01 Oct 2019
Recently did a very first user test. I’ve decided to rebuild most of the UI to make it more artist friendly. Here is the new prototype. With a focus on sliders. Was quite a bit of work, but learned a lot about the UE4 Slate framework.
Started to build an animation system for the trains.
I’ve learned that if you use ‘BlueprintCallable’ you can expose C++ methods directly to blueprint nodes. However I had to change the plugin type from ‘Editor’ to ‘Runtime’. Which makes sense because my animation system would run at runtime. :)
I currently have the following methods:
- TycoonSwitchTrain: Sets the active train to use, to control the carts (child actors), I call GetAttachedActors() on the main train actor.
- TycoonChangeCartOffset: Each train has an offset on the track.
UFUNCTION(BlueprintCallable, Category = TycoonConfig) void TycoonChangeCartOffset(int32 value);