
Learning Qlik Sense: The Official Guide
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An inventory screen in a game such as Diablo features a pop-up window, with the icons of the items you've picked up in the past arranged in a grid. We can achieve this type of behavior in UE4.
There are a number of approaches to drawing a UI in UE4. The most basic way is to simply use the HUD::DrawTexture()
calls. Another way is to use Slate. Another way still is to use the newest UE4 UI functionality: Unreal Motion Graphics (UMG) Designer.
Slate uses a declarative syntax to lay out UI elements in C++. Slate is best suited for menus and the like. UMG is new in UE 4.5 and uses a heavily blueprint-based workflow. Since our focus here is on exercises that use C++ code, we will stick to a HUD::DrawTexture()
implementation. This means that we will have to manage all the data that deals with the inventory in our code.
We will achieve this in two steps. The first step is to push the contents of our inventory to the HUD when the user presses...
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