Hello @Mirro1871 ,
As far as I know, the answer is no, because those two properties aren’t exposed to Blueprint.
In the editor, “Shared Layer Name” and “Layer ZOrder” in a WidgetComponent cannot be modified through Blueprint nodes, since Unreal didn’t expose those fields as BlueprintReadWrite properties.
There are only two ways to change them:
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Modify the values manually in the Details panel.
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Change them in C++ using the internal setters (SetSharedLayerName() and SetLayerZOrder()), and then expose your own BlueprintCallable function to adjust them from Blueprint at runtime.
So if you need to change these values dynamically, the solution is to handle it in C++ and create your own wrapper (a function that calls or encapsulates another function) that Blueprint can use.
Here’s the official Unreal documentation on exposing C++ to Blueprint, which may help you implement exactly that
This video might be useful for you as well
Hope it helps!
