Access Widget variables from Blueprint Function Library

I’ve put together a quick example in one of my projects where I just test various techniques for doing things.

Here, I made a basic widget, the only thing it contains is a combo box (string) that I named ComboBreaker (thumbs up if you know the reference).

I created a small Blueprint Library Function with only one function, it takes in Text and a BlueprintLibraryWidget (what I made above), performs operations on it then returns the updated widget.

I added a horizontal box to my HUD with a button that will spawn one of those widgets and arrange it next to the button for easy inspection.

Here is how I create the widget, then you use the blueprint library function on it to modify it and add it to the horizontal box.

[Result][5]

I don’t know why AnswerHub refuses that picture as an upload like the previous ones, but there’s the result!

The implementation is up to you, this is just a quick overview of how to achieve your goal :slight_smile: