Unreal Assign C++ Functions to Blueprint events

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I have a UMG blueprint (let it be A) that simply inherits from User Widget (No custom C++ subclass). It resides in another UWidget (name it B) (but inherited from custom C++ subclass).

My first question is what’s the best practice to get a pointer to A from B. I’ve currently bounded its UPROPERTY (UPROPERTY(meta=(BindWidget))).

Secondly, How can I assign a C++ function to the OnClicked event of A from B (without decorators).

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