I followed this tutorial and defined a
UIventory class. This inventory has some default components such as text and buttons that I would like to change in code later.
UIventory were an actor class, I would have created a member variable like
UTextRenderComponent* Title; and in the constructor, wrote
Title = CreateDefaultSubobject(TEXT("Title"));. I'm attempting to do the same right now by storing a
UTextBlock* variable and using
CreateDefaultSubobject on it, but when I create a new widget blueprint in the editor and use
UInventory as the parent class, no text component shows up.
How do I properly create UMG components in code? Or can I not pre-define components--and if so, how can I work them them?
Aug 09 '15 at 06:26 PM
in C++ Programming