Above, the parent (and whoever else who has registered!) will hear about it and can interpret the call any way they want. Below, the child calls the dispatcher:
If you ever manually add a child to a parent, you can also:
It’s the most natural way of communication for a parent-child widget relationship. You can see it everywhere in blueprints, often without realising what it is; like a component in an actor, for example:
If you absolutely must do it, create a parent reference in the child, flag it as Instance Editable and Expose it on Spawn
What’s more, this will even work if you wrap it in a function… And that’s without wiring delegates as attributes. So you can keep it all nice and clean.
Thanks for the detailed answer. And in response to your query of Why I was looking to get a reference to the parent widget from the child was because the child was a slot widget that on mouse over would pass its slot struct details back up to the Parent inventory Screen so it would display the ‘details’ item description, etc. that was currently living in the parent. Regards.