We want to accomplish something similar like the topic creator.
We created a custom UMG widget using blueprints only: It is used to control a number value using a plus and a minus button. We need multiple of those controls in our player HUD. It has the properties: min, max, step size and value. We need to bind a function to the value and step size properties.
I searched the Engine Code and found the following snippet:
/** Whether the check box is currently in a checked state */
UPROPERTY(EditDefaultsOnly, Category=Appearance)
TEnumAsByte<ESlateCheckBoxState::Type> CheckedState;
/** A bindable delegate for the IsChecked. */
UPROPERTY()
FGetCheckBoxState CheckedStateDelegate;
I assume this CheckedState property in combination with the Delegate informs UHT to generate code such that the bind buttons in the UMG designer appear. I’m curious: Can we achieve this inside the Editor for a UMG blueprint somehow?
Have a Nice Day!