Hello, all is in the title but if for some reason it’s not possible in this version, I’d like to know, as an alternative, how I could get the tooltip text of a currently hovered (in game) UMG element to use in a blueprint, I found a way to do it on the internet through a function, but I would need to make a new one for every button, and i need quite a lot of buttons so I need a more efficient way.
Please and thank you in advance.
but I would need to make a new one for
every button, and i need quite a lot
of buttons so I need a more efficient
way.
That’s why you wrap a button with a User Widget first, create the binding there, add extra functionality as needed. Whenever you need a button, use this fleshed out user widget instead.
You can’t really get far without user widgets and inheritance if you want to go beyond the most basic interface.
That’s simply not how it works. It’s a function override. It’s a dropdown you’d choose a function from, not a widget. It’s neat like this since the widget will be released from memory () once no longer needed.