# ToolTipWidget Bind button

**URL:** <https://forums.unrealengine.com/t/tooltipwidget-bind-button/233163>\
**Category:** Blueprint\
**Tags:** UI-UX, unreal-engine\
**Created:** [June 2, 2021, 10:43pm UTC](https://forums.unrealengine.com/t/tooltipwidget-bind-button/233163 "2021-06-02T22:43:11Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Tyndareus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tyndareus](https://forums.unrealengine.com/u/Tyndareus)\
**Post date:** [June 2, 2021, 10:43pm UTC](https://forums.unrealengine.com/t/tooltipwidget-bind-button/233163/1 "2021-06-02T22:43:11Z")

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UWidget’s ToolTipWidget Bind option is not drawn, can’t see any major differences between source of 4.26 and 5.

This is either a bugged binding draw or theres a new combination of options that I am not seeing in order to draw the bind again.

Have attempted to bind this function in C++  
(Simply put)

```
void UInventoryItemWidget::NativeConstruct()
{
    Super::NativeConstruct();

	UPanelWidget* Panel = Cast<UPanelWidget>(GetRootWidget());
	Panel->ToolTipWidgetDelegate.BindUFunction(this, FName("GetToolTip"));
}

UWidget* UInventoryItemWidget::GetToolTip()
{
	UE_LOG(LogTemp, Warning, TEXT("GetToolTip"))

	if(Item == nullptr) return nullptr;

	ConstructedWidget = CreateWidget<UItemTooltip>(this, UItemTooltip::StaticClass());
	ConstructedWidget->InventoryItemWidget = this;

	return ConstructedWidget;
}

```

According to the BindUFunction it does find it, but it never gets called.

* * *

My solution has been to create the widget blueprint over in 4.26, create my initial binding and then copy the asset entirely over to my UE5 project.

---

<div class="post-metadata">

**Author:** ![ACO\_L22](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ACO\_L22](https://forums.unrealengine.com/u/ACO_L22)\
**Post date:** [July 8, 2021, 3:03pm UTC](https://forums.unrealengine.com/t/tooltipwidget-bind-button/233163/2 "2021-07-08T15:03:46Z")

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Hi Tyndareus,

I got the same problem, so I’ll bump up this post hoping someone at Epic notices the bug 😉

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**Author:** ![sukovf](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sukovf/32/1008648_2.png) [@sukovf](https://forums.unrealengine.com/u/sukovf)\
**Post date:** [September 8, 2023, 2:11pm UTC](https://forums.unrealengine.com/t/tooltipwidget-bind-button/233163/3 "2023-09-08T14:11:33Z")

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You need to bind your function to **ToolTipWidgetDelegate** somewhere earlier than **NativeConstruct()**. **Initialize()** is fine. That’s because some tooltip widget-related magic happens in the parent’s **SynchronizeProperties()** which gets called BEFORE the **NativeConstruct()** but AFTER **Initialize()**.

Also, make sure your **GetToolTip()** function is marked as UFUNCTION.

Btw I’m sorry to revive this ancient topic, but I ran into the exactly same issue yesterday and it took me hours to figure it out.
