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World Text Word Widget

Introduction

The widget used to display a word in the world

Required Widgets

There is already a WorldTextWordWidget_Implementation that you can use in your projects. But if you create your own instance of this widget, you need to add the following before you can compile:

Name Description Type
Container The container for all the letters UHorizontalBox*

API Reference

Properties

Property Description Type Default Value

Functions

Name Description Params Return
InitializeWord Initialize the word Text (UWorldTextWidget*)
The parent world text widget

Word (FString)
The word to display
UpdateNextWord Update the reference to the next word in the text Word (UWorldTextWordWidget*)
The next word in the text
Show Show the word
ShowNextWord Show the next word
Destroy Destroy the word widget

Blueprint Usage

You can use the WorldTextWordWidget using Blueprints by adding one of the following nodes:

  • Ultimate Starter Kit > Narrative > Initialize Word
  • Ultimate Starter Kit > Narrative > Update Next Word
  • Ultimate Starter Kit > Narrative > Show
  • Ultimate Starter Kit > Narrative > Show Next Word
  • Ultimate Starter Kit > Narrative > Destroy

C++ Usage

Before you can use the plugin, you first need to enable the plugin in your Build.cs file:

PublicDependencyModuleNames.Add("USK");

The WorldTextWordWidget can now be used in any of your C++ files:

#include "USK/Narrative/WorldTextWordWidget.h"

void ATestActor::Test()
{
    // WorldTextWordWidget is a pointer to the UWorldTextWordWidget
    WorldTextWordWidget->InitializeWord(Text, Word);
    WorldTextWordWidget->UpdateNextWord(Word);
    WorldTextWordWidget->Show();
    WorldTextWordWidget->ShowNextWord();
    WorldTextWordWidget->Destroy();
}