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UMG Button and button logic in C++


I apologize in advance if my explanation is confusing.

I'm trying to separate the visuals from the logic in UMG, a bit like MVC and MVVM design, but I can't seem to be able to access buttons in C++. Here is pseudocode-ish

UClass() class XYZ : public UUserWidget { ....

    UPROPERTY(BlueprintReadWrite, Category = "Something")
    Button MyButton;
    FButtonStyle AButtonStyle;
    void SetHoveredButtonStyle() 
       MyButtonStyle->WidgetStyle = AButtonStyle;

So, in the end, the artist would just attach this base class to his widget, set the MyButton to his created button in the constructor script, and the logic in C++ would handle everything except the styling and layout.

Any idea on how I can do this? I cannot find any class that I can compile AND give access to blueprint for the button If you can explain to me a bit on how Button Styles work (how I can define them and how I can use them correctly) I would also be very appreciated but my biggest issue is the compiling problem :(

Product Version: UE 4.9
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asked Oct 10 '15 at 08:34 AM in C++ Programming

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