I'd would be great to see it actually working.. how is it possible to control the visibility of the loader brush/image using the events? In my tests, the lazy loader is just white until I load a referenced image, but never shows the 'loading' brush! Sure, I can set the alpha to 0, but then nothing's visible! I also checked the documentation on Epic's site and it's essentially non-existent! At this point I'm confused as to why the widget even has a loading brush asset at all. I've not actually seen anyone use it as intended! :s
I borrowed that from my inventory system overall with that i store a soft reference and all the other data that needs to be saved on a pickup on the pickup in a data asset i setup on pickup i send that soft reference where it needs to be but that is just how i have it implimented you can use data tables or anywhere you might currently be storing a hard reference to an object as a softreference or a name that you can get a soft reference from so that the objects are not loaded with every object you need to call them because any time you hard reference an object its then loaded as that object loads. Unless you mean how to create a soft reference in which case when making a variable you can change it in the same way you set a variable to be a map/array/etc. sorry if that is more extra context then you need just trying to make sure its clear :D let me know if you have any more questions and ill do my best to answer them.
I'd would be great to see it actually working.. how is it possible to control the visibility of the loader brush/image using the events? In my tests, the lazy loader is just white until I load a referenced image, but never shows the 'loading' brush! Sure, I can set the alpha to 0, but then nothing's visible!
I also checked the documentation on Epic's site and it's essentially non-existent!
At this point I'm confused as to why the widget even has a loading brush asset at all. I've not actually seen anyone use it as intended! :s
Hello. Thank you for the short demo. How would the apple texture been specified with the blueprint soft reference you have set up ?
I borrowed that from my inventory system overall with that i store a soft reference and all the other data that needs to be saved on a pickup on the pickup in a data asset i setup on pickup i send that soft reference where it needs to be but that is just how i have it implimented you can use data tables or anywhere you might currently be storing a hard reference to an object as a softreference or a name that you can get a soft reference from so that the objects are not loaded with every object you need to call them because any time you hard reference an object its then loaded as that object loads. Unless you mean how to create a soft reference in which case when making a variable you can change it in the same way you set a variable to be a map/array/etc.
sorry if that is more extra context then you need just trying to make sure its clear :D let me know if you have any more questions and ill do my best to answer them.