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    [FEATURE REQUEST] Bind custom Variable in UMG Widget

    Hi,

    I have an UMG Widget that has an editable Variable. If I use this Widget in another widget I can set the variable in the Designer (Thank you for this very nice Feature ).
    It should be possible to bind this variable to a function.
    Thank you for this awesome Engine!

    #2
    I'm going to need a better description to be sure of what you're asking for, but if you just want any new variable you define to be bindable, that's a long way off from being possible. The properties that are bindable are 2 separate properties hidden by the property view into a single property. Under the hood it's the raw default property value, and then another that's a script delegate to hold the function pointer for a bound function. Then when the widgets are created we manually turn that into a TAttribute for that property type, which Slate natively understands, but nothing else in the engine deals with them.

    If you want to make a new UWidget you can follow this same pattern to make bindable properties for your native slate widgets TAttributes, but no blueprint variables defined in a UserWidget can have this feature, not without some really complex refactoring.

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      #3
      This is exactly what I mean. Thank you for explain it. I can live without this feature
      Thank you for this awesome Engine!

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        #4
        Just wanted to comment and add my 2c that this would be a really, really good feature.

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          #5
          Is this still relevant? It has been a few years and I am wondering if there is an update to this?
          Musical Range VR | Musical Range Trailer | Pausing Game On Steam Overlay | Aperture Tag

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