Accessing function in Editor Widget through ref in regular widget

I don’t believe that any runtime widgets or blueprints will have access to any editor widget functionality as editor widgets do not actually exist in the game at runtime.

You will need to implement any in-game functionality using a regular UMG widget.

Hi there!

Currently working on a small prototype for a simple cryptex puzzle.
It’s comprised of an Editor Widget (for no other reason than not having to deal with scenes at the moment) and a regular widget (Cryptex_Element_Widget) that holds the buttons (Up/Down) and Text.

The Editor widget has a button that when pushed reads off of an array (Passcode), creating a new Cryptex_Element_Widget for each index in the Passcode array and feeding it into a Horizontal Box.

The elements themselves are created without any issue. Upon creation, I also pass a reference of the Editor Widget to the element in order to be able to call functions in it. However, for some reason I can’t access functions or events at all in the Editor Widget from the Cryptex_Element_Widget.

Am I doing something wrong or are functions and events not accessible in Editor Widget from regular widgets?

Here’s the creation of elements in the Editor Widget and a simple “HelloWorld”-event I’m currently trying to access as a test:

And here I’m trying to access the event through the reference to no avail:

I’ve tried casting to the Editor Widget without any luck either, although it shouldn’t be necessary if I’ve got a direct reference(?).

You were right.

Creating a runtime widget and casting the referenced widget gave me access to the function.