Is there a trick to making a C++ created widget visible in the Blueprint Palette/Library without requiring a proxy Blueprint?
If I make a class in C++ that subclasses from UWidget, its visible in the Blueprint Palette/Library.
UCLASS(Blueprintable, BlueprintType)
class MYOBJECT_API UMyObject : public UWidget
{
GENERATED_BODY()
};
However if I subclass from UUserWidget, its no longer visible.
UCLASS(Blueprintable, BlueprintType)
class MYOBJECT_API UMyObject : public UUserWidget
{
GENERATED_BODY()
};
Its strange because UUserWidget is itself a subclass of UWidget
class UMG_API UUserWidget : public UWidget
If I create a proxy blueprint that uses UMyObject as a base, then even if its subclassing from UUserWidget it will be visible in the Blueprint Palette/Library; however I wish to avoid this. Is there a another way to make it show up on the list?