One of the most common questions you'll have if you start making C++-based UIs is this:
How can I control Blueprint-created widgets from C++?
The answer to this is the
BindWidget meta property.
By marking a pointer to a widget as
BindWidget, you can create an
identically-named widget in a Blueprint subclass of your C++ class, and at
run-time access it from the C++.
Here's a step-by-step process to getting a test working:
- Create a C++ subclass of
- In it add a member variable of type
UWidget*, or the UWidget subclass that you wish to access from C++ (
- Mark it with
- Run the editor and create a Blueprint subclass of your C++ class.
- Create a widget with the same type and exact name as your member variable.
- You can now access the widget from C++.
If any of these don't make sense, check out my introductory series on making UIs with Unreal.
Now compile the C++ and open up your Blueprint subclass of the C++ class where
ItemTitle. If you compile your Blueprint, you will be shown an
error if there is no TextBlock widget named
ItemTitle inside your UserWidget.
Pros & Cons of
- Easier to maintain complex logic in C++. No spaghetti-fighting in Blueprints.
- Easier for collaboration, no worries about locking Blueprint assets.
- Requires re-compile to see changes.
- Can be harder for non-programmers to see how data is being populated.
If you want to make the widget optional, instead use
With this there will be no error shown if the Blueprint class does not have
a widget with that name.
- Even if you don't mark the widget as optional in your property tags, you can
still run your game with a Blueprint subclass that has not defined
a matching widget. So you should generally do
- Normally when ticking the "Is Variable" flag on a UserWidget would make it
available in the Graph tab of the editor. However, if there is a property
with that name, marked as
BindWidget, the only way to make it accessible in the blueprint is add
- By default, variables defined in a parent C++ class are only shown in the Variables list if "Show Inherited Variables" is checked (see screenshot).
- Widgets marked with
BindWidgetare null in the C++ constructor, they are initialized later on in the lifecycle. If you need to do constructor-like setup use the
- You can combine this with the
SynchronizePropertiesfunction to create UserWidgets whose appearance updates dynamically in the editor.