Changing variable value outside native widget

Hello, guys !

I wanted some way to change an String Text (called: “message”) variable in my Widget BP (called: “example”) , but using another blueprint,(called: “Control”) from outside.

I need to use the “Control” BP, to change that variable on “Example” widget.

I already made “message” variable public. How i do that ? (Later I will put this “Control” BP in the scene to change the value mentioned, directly from editor…)

I provide 2 screenshoots to better understand =)

PS.: I need to change ONLY the TEXT inside the “message” variable.

Any helps or comments are welcome.

Tks alot!

Anyone to answer? A guess, maybe ?

No one? Maybe a staff member ? Please?

I think is quite hard to solve this variable thing…i think is more easy to remake all the functions and variables of my widget BP and make some way to do this directly in blueprint…

#sad

any ideas ?

#UP

powering up…

I´m totally lost with this :frowning:

I´m trying to do this stuff more clearly…So, if i have one WIDGET called “Timer” and a Blueprint Actor called “check_timer” , and in my “timer” WIDGET i have one variable called “Change_Me”, i will not be able to communicate with that variable (changing “check timer” value) from my “check_timer” blueprint if i don´t have a bridge between both , like a function , for example?

There is no one to give me any ideia about this?

add me on skype, please.

id: davide.fanto

Sorry, i´m away from my computer atm

Update: Still looking for solution :confused:

Update: Still looking for solution :confused:

Yep, that´s correct :smiley:

Only through the editor

I just want to “drop” my control BP in the scene, and in the properties of BP change the current value of my “check_timer” variable in the Widget.

So, you have an actor and a widget. From the actor you want to change the widget var, right?

How should that actor change the var? Should the user interact with it like pressing a button, click on it, or just through the editor?

The casting on “normal way” did not work,i don´t know why. When i try to acquire the node of the “check_timer” var, the pin self disconnect from the cast node…

Yes, i need these changes permanent.

I don´t want to edit directly in th widget because it´s a prototype for a specific function to release in marktplace :slight_smile: (i share with ue4 answer hub if that works …)

So

Are you casting between the 2, BP & widget? If so, how are casting?

Are you wanting these changes to become permanent, even after editor closes?

Any reason, you are just not editing the Var directly in the widget?