Verse Library verse

01 Fragment

Dynamically assigns a texture to a UI image widget for viewmodel or HUD displays.

verse-library/conversion-functions-showing-textures-from-a-viewmodel/01-fragment.verse

using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/UI }
using { /UnrealEngine.com/Temporary/SpatialMath }

# This is our main device.
# It connects the viewmodel to the UI.
device show_image_example : creative_device :

    # This is the image widget defined in the companion
    # User Widget asset. We reference it by its property name.
    # note: image_widget must match the widget variable name
    # set in your UEFN User Widget Blueprint asset.
    @editable
    ImageWidget : image = image{}

    # This texture is assigned in the UEFN editor Details panel.
    # Drag your desired Texture2D asset into this slot.
    # note: texture_2d is the real Verse type for a texture asset.
    @editable
    MyTexture : texture = texture{}

    # This function runs when the game starts.
    OnBegin<override>()<suspends> : void =
        # Step 1: Convert the texture to a UI image brush.
        # This is the magic translator!
        # It turns the texture asset into a 2D brush
        # that the image widget can display.
        # note: MakeImageBrushFromTexture is the real
        # conversion function from /UnrealEngine.com/Temporary/UI.
        ImageBrush := MakeImageBrushFromTexture(MyTexture)

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