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Hello, and thanks for the great work!
Bychance, have you tested it with CommonUI?
It feels like having UCommonButtonInternalBase inherit from your class instead of UButton should be enough, and would be a great feature to use!
The text was updated successfully, but these errors were encountered:
Before adding built-in Common UI support for the Custom Shape Button, let's first see first if there's enough community interest because of the following issue:
Problem
The CustomUI plugin is disabled in the Engine by default:
It means, inheriting from Common UI classes would require all projects using the Custom Shape Button to also enable the Common UI. This might not be ideal for projects that prefer to keep the Common UI disabled.
Workaround
In the meantime, I suggest creating a wrapper for the Custom Shape Button within your own CommonUserWidget, similar to what is demonstrated in the Sample Project with the WBP_CustomShapeButton User Widget. This workaround involves redirecting all events in Blueprints to the Custom Shape Button and can be implemented in just a few minutes to achieve the functionality you're looking for.
Thank you for your interest and this great feature suggestion! I'm really excited about the Common UI plugin too, because of its awesome features like Style Data Assets, Enhanced Input support, and great widgets library. However, I'm concerned that it might not be widely used enough by the community to require enabling it.
I've been using this in a few projects, but hadn't looked into the sample!
I definitely have an usecase for this in our project, and honestly i think most projects running 5.3+ will move over to CommonUI - I wouldn't be surprised if it starts being default in a few major patches :)
Hello, and thanks for the great work!
Bychance, have you tested it with CommonUI?
It feels like having UCommonButtonInternalBase inherit from your class instead of UButton should be enough, and would be a great feature to use!
The text was updated successfully, but these errors were encountered: