Complete overhaul of how the library assigns the Slate Brushes of the icon images. It now utilizes a struct with a set of Slate Brush arrays so adding Gamepad Types and replacing Icons is much easier and more straightforward. No changes were made to implementation.
This asset is a library and player controller that allows you to automatically detect the input method being used by the player, and display the appropriate icons in your HUD and UI widgets. No ticks or timers required. You can also set up multiple Gamepad Styles, so the player can select the style of icon to display without the need to hardcode the logic into individual Widgets.
See the asset in action here: https://www.youtube.com/watch?v=lDrssV_4FDw
A Sample HUD is included to show how to use the new library functions inside a widget to create dynamically updating images.
All Gamepad icons are set inside a single struct for easy image management.
I recommend adding a setting into your Options Menu to swap between Icon sets.
Every blueprint is commented with detailed explanations of the functionality.
Integration into existing projects is simple! Just add to your project and parent your current player controller to the "CustomPlayerController" included in this pack. Then you can access all library functions from anywhere. You can also just use the included player controller as-is.
For any questions, issues, feedback, or suggestions, don't hesitate to email me at email@example.com
Number of Blueprints: 4
Input: Keyboard and Mouse, Gamepad
Network Replicated: No
Supported Development Platforms:
This asset does *not* automatically detect the type of gamepad being used by the player (ie. Xbox One Controller, DualShock 4 controller, etc.) Instead, it allows developers to quickly add multiple icon sets that the player can select during the game.
The included Icons are under Public Domain/CC0 license. But definitely check out Xelu's work over on OpenGameArt!