You always get class of a asset not the class it generates, so oyu actully getting UWidgetBlueprint
You need to get generated class from it:
But in general you should avoid hard coding assets bindings, best practice is to use UPROPERTY with UClass* or TSubclassOf that you can set in blueprint to point to specific widget in blueprint defaults, in this case you want user (of editor) to pick UUserWidget class
How can I add widget to the screen in Unreal Engine? By some reason variable ‘blackLinesWidgetClass’ is always null.
FStringClassReference blackLinesWidgeClasstRef(TEXT("WidgetBlueprint'/Game/Blueprints/UI/blackLines.blackLines'"));
UClass* blackLinesWidgetClass = blackLinesWidgeClasstRef.TryLoadClass<UUserWidget>();
if (blackLinesWidgetClass)
{
UUserWidget* blackLinesWidget = CreateWidget<UUserWidget>(this->GetGameInstance(), blackLinesWidgetClass);
if (blackLinesWidget)
blackLinesWidget->AddToViewport();
}
I don’t understand what class I need to generate
none, blueprint generates it, just use function from 2nd link to get it