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Unreal Engine C++ API Reference > Editor > UMGEditor
References
Module | UMGEditor |
Header | /Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h |
Include | #include "WidgetBlueprint.h" |
Syntax
struct FDelegateEditorBinding
Variables
Type | Name | Description | |
---|---|---|---|
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FName | FunctionName | The function that was generated to return the SourceProperty |
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EBindingKind | Kind | |
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FGuid | MemberGuid | 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. |
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FString | ObjectName | The member widget the binding is on, must be a direct variable of the UUserWidget. |
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FName | PropertyName | The property on the ObjectName that we are binding to. |
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FEditorPropertyPath | SourcePath | |
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FName | SourceProperty | The property we are bindings to directly on the source object. |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | DoesBindingTargetExist
(
UWidgetBlueprint* Blueprint |
|
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bool | IsAttributePropertyBinding
(
UWidgetBlueprint* Blueprint |
|
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bool | IsBindingValid
(
UClass* Class, |
|
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FDelegateRuntimeBinding | ToRuntimeBinding
(
UWidgetBlueprint* Blueprint |
Operators
Type | Name | Description | |
---|---|---|---|
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bool | operator==
(
const FDelegateEditorBinding& Other |