Hey everyone,
I’ve created some logic in Blueprint, but I can’t figure out how to implement that in C++.
I just want to set some public variables and/or call some functions. In BP this works flawlessly.
I grab an instance of either the Widget BP or the Animation BP and am able to access all public objects
from that instance.
This is the code I have so far for the managing the widget:
c++.h
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TSubclassOf<UUserWidget> WidgetTemplate;
UPROPERTY()
UUserWidget* WidgetInstance;
c++.cpp
WidgetInstance = CreateWidget(GetWorld(), WidgetTemplate);
WidgetInstance->AddToViewport();
WidgetInstance->somefunction?
But apparently this widget instance is to generic, in order to call a specific function. Same happens
when I try to access animation blueprints in C++.
So how does it work? Is there some kind of object search function? Do I have to cast something?