How to set/get a public variable from the Blueprint Actor to the Editor-Utility-Widget, or vice-versa?

I am having trouble connecting a Blueprint Actor and the Editor Widget.

Use-case:
I have a blueprint class actor with a custom public variable.
And I have a EUW blueprint with a simple Spinbox for float values.
I am trying to bridge the 2, in a way that when the spinbox value changed, the variable parameter in the blueprint class actor will also be changed via EDITOR mode only.

Do anyone know how to bridge/connect blueprint class and editor-utility-widget?
I tried researching all info that I can get about blueprint class and editor-utility-widget for 1 week now, but I can’t seem to do/understand or find the right way to make this use-case work. Please help and share your wisdom.

Hey @S6-S3

you could use the EditorActorSubsystem with:

image

or:

image

Then you can execute an event or use an interface to do things.

UE52_EditorUtilityCom.zip (41.0 KB)

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Oh, this works. Thank you very much. :heart_eyes:

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