How to make a variable "public" and editable when the eye icon next to it does nothing when i'm clicking on it ?

Interesting, thank you for the reply.
I’m glad you posted that so I could review everything more closely.

Hey guys for anyone still having issues with this as of unreal 5.3 here’s what happened:

This was the setup I had for the variables and it did not update (I tested and ensured the correct values were getting there it was only a matter of displaying in the UI).

Trust me, I reviewed every step of the way even remaking the texts in case they weren’t text fields (I was very desperate at this point).

After many hours I came up to a reddit post and as it turns out you just have to initialize the text first on a construct. This solved my issues and I hope helps you too. (Don’t use binding they are bad :stuck_out_tongue: )

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Ik this a late response for you and you already found a solution for text widgets, but for anyone else who’s ending up here by following various tutorials, you shouldn’t modify your widgets directly with a setter. Instead, look for methods for modifying the values that you need to change. For instance, the method/node for setting an image in an image widget is called “Set Brush from Texture”. It’s not as intuitive as getters and setters but it’s what you’re supposed to do as far as I can tell.

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Guys, lemme give you solid outcome on the subject: you don’t need to make variable editable, meaning “open eye”, as you can grab and drop this variable with function “Get” only (in the case for 3D menu camera change, eg.).

That really helped me in a different context. Thank you!

Create a binding:
image

Then make that variable public:

So I encountered the same issue in 5.5, and it was not the expected behavior from the previous versions. I had been doing editor style widgets since 4.26 for various work and job positions since then and you could in the past edit the default value on creation through the event graph. Now it requires a little extra step where you read the default value and set it upon creation if it is not your intended value. A lot of my UI’s deal with accessing properties of multiple actors, or tagging selected actors in the viewport and accessing common properties to be used by non-UE users in my workplace, allowing them to adjust values on post process volumes, cameras, lights and materials on live shoots.

Solution again:

read the value and set the value from the control on the graph by dragging set or get value nodes from their respective widget controls.

Hope this helped someone.