I love the property binding system. I think it’s great, and very useful. However, one feature that I can’t seem to find, if it exists, is how to access the object from a bound function.
I’m not explaining this very well - so let me give you an example.
In UMG, there’s a Tooltip Widget property on (nearly?) every widget. On the wiki page for how to use this, the persons method would basically involve creating a function for EVERY widget which has a tooltip, even though the tooltip class itself is reused.
This is actually such a bad way of doing things, it hurts my eyes and brain to think about.
In JavaScript, when events are raised, they are raised in the context of the object firing them. Is there some equivalent to this in Blueprint? So that I could have 1 function, which would construct a blueprint passing the hovered object as the parameter?