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?