I am making Custom TextBlock wodget subclassed from TextBlock.
I am trying to use SetText to change displayed text from runtime, but STextBlock widget blocks text change if it’s text is not bound to a BlueprintFunction.
I have many of them, so binding every TextBlocks.Text is not an option. Is it possible to bind Text to a c++ function from code in my overriden RebuildWidget function?
I found I can use not UTextBlock::SetText, but STextWidget::SetText(FString ) directly, which does not check for Bound properties.