I have a custom UUserWidget (let’s call it UDebugWidget) that has some other common widgets (UImage, UTextBlock, etc) that I’d like to expose some property bindings for widgets that it’s composed of. These bindings should be accessible via C++ and the editor.
For example in C++, STextBlock supports void SetText( const TAttribute< FText >& InText );, however, the UMG version UTextBlock only supports a simple FText parameter via virtual void SetText(FText InText);, which won’t work for all cases. Is there a way to work with attributes in code for UMG similar to the way it’s handled with Slate?
In terms of editor functionality, I can bind properties in the blueprint editor for ‘UDebugWidget’ widgets (ie images, text blocks, etc), but there doesn’t seem to be a way to bind/override functions for instances of UDebugWidget in other custom UUserWidget blueprints. I’m trying to set some default property bindings and override them when that widget is re-used in many other places.
What’s the intended work flow for these use cases?