I’m trying to create text labels (in 3d space) from c++, but without success so far. I created a c++ class named “ULabelWidget” (derived from UUserWidget) and create a Widget Blueprint using this class as base-class.
I then create a property in another (actor) c++ class of the type:
UPROPERTY(EditAnywhere) TSubclassOf<ULabelWidget> LabelWidget;
which will properly show up in the properties in the UnrealEditor and I can select my blueprint class, but when trying to attach the widget in C++ (in the ::PostEditChangeProperty handler) using
it will crash because
LabelWidget->WidgetTree == NULL
What’s the problem here ? Why is the WidgetTree always NULL ? What’s the proper way to create 3d labels on my c++ actor ?
Thanks in advance.