Just a quick question, I’m wondering if these bind tags run every frame similar to how the blueprint “property binding” functionality binds a property to a get function. I’d rather not use it if it sets the value every frame of the game.
For example, if I use C++ code
UPROPERTY(meta = (BindWidgetAnim))
UWidgetAnimation* BlinkingTextAnimation;
Will every frame of the game set the blinking text animation value to the animation I’ve set in the designer? I’m thinking not, but it sounds similar to the “property binding” functionality. Just curious if anyone knows the answer on this or a way to test it out.
Heres a link to the UMG C++ UROPERTY macros I’m questioning:
Heres a link to the UMG Blueprint Property Bindings (which I’m comparing it to)