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Global Styling System

The Global Styling Data Asset allow you to quickly customise many visual elements across all the widgets provided with the pack.
To change any of these styles, go to the EasyHudBuilder/Core/GlobalConfig folder. In here, you will find the styling data asset used by default (DA_EHB_DefaultStyling), as well as other presets for demonstration.

How to select the Styling Data Asset used by the system
  1. To select which Styling Data Asset is used by the system, open your Global Config Data Asset (or the demo one from the folder EasyHudBuilder/Core/GlobalConfig if you are using it)
  2. Then, simply change the data asset in the Styling Data Asset variable

  3. Recompile any blueprint for the changes to take effect


Once the Styling Data Asset opened, you will be presented with many options to control the various styling elements, they are split in several sections that I will detail just below.

Note

For the changes to be applied and visible on the widgets in editor, you may need to trigger a compilation on any widget or blueprint of the pack

Colors Category

Colors

  • Accent Color

    Color used to highlight some parts of the UI such as the dividers, the buttons, the dirty indicator

Input Prompts Category

Input Prompts

  • Input Prompt Icon Color

    Color applied to all the input prompts using the Input Prompts Widgets


  • Input Prompt Overlay Material

    Overlay material that can be used to stylize the input prompts

    You can check out the M_InputPrompts_DemoOverlay for an example of overlay material


  • Input Prompt Overlay Material Parameter Name

    Parameter name of the base texture defined inside the overlay material

Text Category

Text

  • Primary Text Color

    Color used by default for the Common Text (all texts inside the pack)


  • Inverted Text Color

    Color used when needed against backgrounds that could use the same color as the primary text color (The buttons for instance)

    The color can be inverted by using the function Switch Text Color on any Common Text widget


  • Fonts

    All the settings for fonts using 5 presets: Regular, Medium, Bold, Black and Light. For each preset, you can select a font as well as an italic variant, and control the shadow used by the font.

    The config of all the widgets using a Common Text will have an option to control which font is used as well as its size

Buttons Category

Buttons

  • Use Global Rounding Parameter For Buttons?

    If True, all the button styles will be overwritten to use the global radius and rounding type values defined in the styling

    If False, each button style will be entirely responsible for setting its own styling including rounding parameters


  • Buttons Globa lRounding Corner Radii

    Corner Rounding applied to all buttons if the global rounding parameter is enabled


  • Buttons Global Rounding Type

    Rounding Type applied to all buttons if Use Global Rounding Parameter For Buttons? is True


  • Common Button Styles

    List of standard buttons styles used by the Common Button widget based on which style is selected in the widget

    The config of all the Common Button widgets will have an option to control which style is used by the button

Common Background Category

Common Background

The single Common Background Styles variable contain a list of standard border styles used by the Common Background widget based on which style is selected in the widget.

The Normal Style selector is the style visible by default and Active Style Selector can be visible by calling the function Set Background Active on any Common Background widget

The Corner Rounding Type define which type of rounding should be used for the specific background, regardless of what is set inside the style

Common Scrollbox Category

Common Scrollbox

Both of these settings are used to apply a style to the Common Scroll Box widget

  • Common Scroll Box Style

    Standard style definition for a Scroll Box in Unreal


  • Common Scroll Bar Style

    Standard style definition for the Scroll Bar

    Note: The scrollbar “thumb” (the selectable part) always uses the accent color regardless of the styling color in here

Global Category

Global

  • UI Audio SFX

    Set of SFX effects that will be played in Common Widgets of the system (mostly buttons, settings, etc.)

    Those SFX can also be called from anywhere with the global function Play UI Audio SFX


  • Default Gamepad Keys Brand

    Select the default value between the three types of gamepad keys available. The gamepad keys brand can then be modified during gameplay inside the options menu

    X = Xbox Gamepad
    P = Playstation Gamepad
    S = Nintendo Switch Gamepad