Not able to bind a widget blueprint anymore in UE5. Anyone know what the workaround is for this, or is it a bug? The bind option should be there (see screenshot)
Here is what it looks like in UE4:
Not able to bind a widget blueprint anymore in UE5. Anyone know what the workaround is for this, or is it a bug? The bind option should be there (see screenshot)
Here is what it looks like in UE4:
Same issue on my end. Bump.
Same here. Hopes there will be some fix soon.
I was about to post the same question, this is badly needed.
I now use OnMouseEnter and OnMouseLeave to manage my tooltips.
Works ok.
This is driving me nuts. Is there a workaround fix we can make to the source?
The only workaround I could come up with without modifying the engine source code was to do what Japualtah also did which is just creating an “OnMouseEnter” event to handle the tooltip
I was able to do this. You’ll need to use C++.
if (const auto Widget = NewObject<UUserWidget>(this, EffectTooltipWidgetClass))
{
if (const auto Tooltip = Cast<UEffectTooltip>(Widget))
{
Tooltip->SetEffectInformation(
InGameplayEffect->GetDisplayName(), InGameplayEffect->GetDescription()
);
SizeBox->SetToolTip(Cast<UWidget>(Widget));
}
}
There’s no way of doing it currently in blueprint.