Cannot select Image Asset in UMG Blueprint

Hey guys,

I’m currently having Problems binding a SlateBrush.
I want to create an UMG Widget in this style.

The text is bound correctly and I can Change it from outside this blueprint.

However binding the Image isn’t possible because I cannot select any Assets

Thanks in advance for your answer

Do you find a way to do this?

You want to get the Image variable from TitleWidget and call SetBrush on that

TitleWidget - GetImageVariable → set Brush

Can you be more specific ?

Tile image does not contain an Image field. Your image is a child of TileWidget.

In TileWidget make sure the image is set as public (the default is public - it’s a checkbox named “Editable”)

From TileWidget drag the blue wire and select GetMyImage (If inside the TileWidget the image is called MyImage, like you di with TitleText).
On this new node call setBrush

What set? The question was about changing the way the Image Widget is draw. The problem was that the widget takes a brush, not an image asset.
If you want to cache the brush (just guessing here), you can “put into the set” by connecting the brush to the add operator, there is no need for an output on the widget method

And then what? After setting the brush, there’s no output pint to put into the set.