Hi,
So in my project, I have a C++ class that I’ll call, whose parent class is unreal’s . In my project, has some predefined events that it’s listening for, and if I were to add any widgets, I would need to have as the parent for that widget. So, I’ve created a widget called which treats as the parent class. I did this by right clicking on in the unreal editor, and then clicking on create a C++ class based on.
After I’ve coded up the contents of .h/.cpp, I go to the C++ folder in my unreal editor, right click it, and then “Create Blueprint Class Based on Based on”, I call it , and save it somewhere in my contents directory.
The problem: isn’t recognized by unreal as a widget blueprint, it’s only treated like a blueprint. That’s a problem because I want to go to the designer part of the blueprint editor to add graphics and stuff to the blueprint.
I believe the way that I am creating a child blueprint class out of must be wrong. So, if you have a base widget that has as a parent, is there a way to make a child widget out of that such that the child is also a widget?
Side question (not that important):
If a c++ class is a parent of another c++ class, is this similar to how java class can be the superclass of another java class? I’m a lot more familiar with Java, so this is how I think of parenting in C++: I think of it as a way of having inheritance in the language.