I made a custom Editor Utility Widget to help me create a bunch of stickers in game. I use 2 textures, which I made in paint, and are selected from a Single Property View in the EUW. I enter a name for the sticker with a String variable. Then I click the “Create Sticker” button, and it makes a new blueprint, using “Create Blueprint Asset with Parent” with the “BP_” + Sticker Name I just entered from the String variable as the name. And it creates 2 Material Instances from those Single Property View textures.
This all works fine, but I then need to set the value of 3 variables in a structure called “StickerData” inside that newly made “BP_StickerName” blueprint.
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In “Sticker Data”, I need to set the “Sticker Texture” Texture 2d variable, from one of those Single Property View Textures i select with the EUW.
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In “Sticker Data”, for “Sticker Name”, I have to enter the same name from the String variable in the EUW.
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In “Sticker Data”, for “Sticker Material”, I have to set it to use the newly made Material Instance from the texture in the EUW. It will be named in the format “MI_StickerName_TS”.
I tried using “Set Editor Property” from the return value of that “Create Blueprint Asset with Parent” node, setting the Property Name to “StickerData” and making a new structure of S_StickerData with the correct values plugged in, but it doesn’t work.
I have literally dozens of these stickers I want to make, and if I could just automate them all with just one button without having to manually set these last 3 variables for each new sticker I make, it would help me a LOT. Any help is appreciated, thanks. Here’s an image of my button click logic for the EUW right now.