Then, i set value in Blueprint Defaults or just set with Set node (Blueprint child of C++). After that i trying to call from Blueprint function that also decared in C++, and that function used variable above. But instead of using setted blueprint value, its used internal C++.
// UFUNCTION(BlueprintCallable) void ... ;
void UWidgetSwitcher::SetActiveWidget(int32 Index) {
if (Index >= 0 && Index <= Slots.Num()) // Here Slots was read with C++ value, not setted in BP
{ . . . . } }
How can i set that value in Blueprint and let that work in C++ with Blueprint value setted in? I dont want to create&transfer each call value from BP direct to function.
Like that:
void UWidgetSwitcher::SetActiveWidget(int32 Index, TArray<TSubclassOf<UUserWidget>> SSlots;) {
if (Index >= 0 && Index <= SSlots.Num()){….}