Hi,
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