If I have a C++ property of a user widget that’s itself a widget - for example:
UCLASS()
class UMyWidget : public UUserWidget {
/*...*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UButton* Button;
/*...*/
};
and I create a Blueprint dervied from UMyWidget called BP_MyWidget, and in BP_MyWidget I add and position a UButton in the UMG Editor, is there a way to have the Button property assigned to this UButton ?
(At the moment I make it a variable in the blueprint called ButtonImpl and then in the construct method I assign ButtonImpl to Button, but is there a way to bind it directly? It’s a lot of boilerplate for non-trivial panels.)