I’ve got a custom C++ subclass of a UUserWidget, and a variable float TweenPercent; that I’m using to control the appearance of my widget in NativeTick.
I would really like to be able to control this C+±defined variable from the UMG animation system. I’m doing a complex animation so a graph editor is really required
I know this is old but I’ve got the answer for you! All you need to do is add a properly named setter for the UPROPERTY you want to edit in the animation curve editor!
For example:
class UMyUserWidget : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
float MyAnimatableValue;
UFUNCTION(BlueprintCallable)
void SetMyAnimatableValue(const float NewValue);
};
Once you’ve done this it should appear as an animatable track!