Binding blueprint elements to variables and use the blueprint in another blueprint?

Say I have a list of items and I want to display this list of items, but don’t want to map everything in the array to a blueprint element individually. Is there a possibility of making a blueprint design of one item and then loop through those items outputting this design?

The way I accomplish this is by creating a Struct to represent a single item and it’s properties.

Then you will have an array of this Struct and you can iterate the array and construct a new UMG widget that accepts this Struct as an Expose On Spawn variable.

Within the UMG widget itself, on EventConstruct it will grab this Struct (that it expects to be set on spawn) and use/display the data within the Struct how it wants.

If I didn’t do a good job explaining it above, here’s a video where I do what I explained above.

“making a blueprint design of one item” “loop through those items outputting this design”

I’m seeing about a half dozen possible meanings to this. If you could give a more specific example of what you’re trying to do it would help get the correct answer.

Thank you that is what I wanted.

You can see my other video below where I explain how to properly design the UMG widget that I am spawning in the last video.