Still think it’s a bit weird that we haven’t got this.
We can access UWidget children in C++ by declaring a pointer to the related type with UPROPERTY(meta = (BindWidget)) (which also forces the blueprintee to create said child). It would be really beneficial if we could do this with animations too, because otherwise we can’t play animations from C++ directly. Currently, the workaround is to make a pointer with BlueprintReadWrite and then set the pointer in the widget.
Sometimes, this pointer isn’t set early enough too - because the earliest event we have is PreConstruct() (in some cases I need my animations set before this, and created an OnInitialized() event.
I do agree. Another workaround for retrieving the UWidgetAnimation pointer is by iterating through all properties of the UUserWidget in C++ (e.g. using this in NativeConstruct), however NativeContruct() is called often (e.g. when adding this widget to a panel using AddChild) and the method is cumbersome.
Some kind of UPROPERTY(meta = (BindWidgetAnimation)) would be helpful!