Creating a bind-able property in UMG 4.5.1

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!

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