I have a UI made with extended UserWidgets that at runtime needs access to objects like the playercharacter etc.
The only way I got this working currently was declaring variables in c++, and using blueprints in the game to set the values like this for example…
Now I wanted to ask if there is a better way or nicer way of doing this, it works fine, but I don’t like the long list of setters in bp it will require.
Best would be a UMG widget that has dropdowns or pickers in the default settings so I can in the editor easily create instances of the widget and link it up as I want, not using the event graph.
Any info more than welcome,