Aloha! I’ve been trying to figure out how to update the text attribute of a Text widget that’s hosted in a Widget Blueprint.
Given the addition of the View Bindings in 26.00 Release Notes I’d imagined that one could try to to this through the new View Bindings via Verse in some way.
What I’ve been able to do so far:
Create a Widget Blueprint, added a Canvas and an UEFN Text Block
Hooked up the Widget Blueprint to a HUD Message Device
Display the HUD Message Device to the player through Verse
What I’m now looking to do is access the Text widget within the Message Device>Widget Blueprint through Verse. I’m trying to figure out how to setup the View Bindings, or use some other strategy, to access and update the Text value. Has anyone figured out how to do this yet?
Appreciate all the help.
PS. In theory I could script the look of the full UI through Verse and thereby gain explicit control over the Text elements, but I’d prefer to use the visual editor and then just use Verse to in real-time update the UI.
There is currently no way to use Verse to control UI created through Widget Blueprints. The HUD Message Device does have some methods exposed in its API, which you can find here.
If you decide to create your UI entirely through Verse, there is documentation for that.
Ah, thanks @capen_r. Understood. I was hoping the UI View Binding would help. What I’m really after is enabling the more visual-driven designers to have an expressive way of creating great-looking UI, and engineering to make the data-bindings work based on that design.
Will re-route to building the whole UI through Verse for now.