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API > API/Editor > API/Editor/UMGEditor
| Name | FDelegateEditorBinding |
| Type | struct |
| Header File | /Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h |
| Include Path | #include "WidgetBlueprint.h" |
Syntax
USTRUCT ()
struct FDelegateEditorBinding
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FunctionName | FName | The function that was generated to return the SourceProperty | WidgetBlueprint.h | |
| Kind | EBindingKind | WidgetBlueprint.h | ||
| MemberGuid | FGuid | If it's an actual Function Graph in the blueprint that we're bound to, there's a GUID we can use to lookup that function, to deal with renames better. | WidgetBlueprint.h | |
| ObjectName | FString | The member widget the binding is on, must be a direct variable of the UUserWidget. | WidgetBlueprint.h | |
| PropertyName | FName | The property on the ObjectName that we are binding to. | WidgetBlueprint.h | |
| SourcePath | FEditorPropertyPath | WidgetBlueprint.h | ||
| SourceProperty | FName | The property we are bindings to directly on the source object. | WidgetBlueprint.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DoesBindingTargetExist
(
UWidgetBlueprint* Blueprint |
WidgetBlueprint.h | ||
bool IsAttributePropertyBinding
(
UWidgetBlueprint* Blueprint |
WidgetBlueprint.h | ||
bool IsBindingValid
(
UClass* Class, |
WidgetBlueprint.h | ||
FDelegateRuntimeBinding ToRuntimeBinding
(
UWidgetBlueprint* Blueprint |
WidgetBlueprint.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FDelegateEditorBinding& Other |
WidgetBlueprint.h |