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Binding context struct allow to describe information for a struct to bind to using the binding widget. An array of structs is passed to the widget to describe the context in which the binding exists. When the widget selectes a property from binding context struct array, the first FBindingChainElement's index correlates to the array passed to the widget.
| Name | FBindingContextStruct |
| Type | struct |
| Header File | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h |
| Include Path | #include "IPropertyAccessEditor.h" |
Syntax
struct FBindingContextStruct
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| IPropertyAccessEditor.h | |||
FBindingContextStruct
(
UStruct* InStruct, |
IPropertyAccessEditor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers | |
|---|---|---|---|---|---|
| Category | FString | Category separated by | of the struct. | IPropertyAccessEditor.h | |
| Color | TOptional< FLinearColor > | Color of the icon to display in the popup menu. | IPropertyAccessEditor.h | ||
| DisplayText | FText | Text to display for this item in the popup. If left empty, struct's display text will be used. | IPropertyAccessEditor.h | ||
| Icon | const FSlateBrush * | Icon to display in the popup menu. | IPropertyAccessEditor.h | ||
| Section | FText | Name of the section to put the struct to. If left empty, no section will be created. | IPropertyAccessEditor.h | ||
| Struct | UStruct * | The struct to bind to. | IPropertyAccessEditor.h | ||
| TooltipText | FText | Tooltip to show, or if empty, the tool tip will be set to the same as popup text. | IPropertyAccessEditor.h |