FDelegateEditorBinding

Windows
MacOS
Linux

References

Module

UMGEditor

Header

/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h

Include

#include "WidgetBlueprint.h"

Syntax

struct FDelegateEditorBinding

Variables

Name Description

Public variable

FName

 

FunctionName

The function that was generated to return the SourceProperty

Public variable

EBindingKind

 

Kind

Public variable

FGuid

 

MemberGuid

If it's an actual Function Graph in the blueprint that we're bound to, there's a GUID we can use to lookup that function, to deal with renames better.

Public variable

FString

 

ObjectName

The member widget the binding is on, must be a direct variable of the UUserWidget.

Public variable

FName

 

PropertyName

The property on the ObjectName that we are binding to.

Public variable

FEditorProperty...

 

SourcePath

Public variable

FName

 

SourceProperty

The property we are bindings to directly on the source object.

Functions

Name Description

Public function Const

bool

 

DoesBindingTargetExist

(
    UWidgetBlueprint* Blueprint
)

Public function Const

bool

 

IsAttributePropertyBinding

(
    UWidgetBlueprint* Blueprint
)

Public function Const

bool

 

IsBindingValid

(
    UClass* Class,
    UWidgetBlueprint* Blueprint,
    FCompilerResultsLog& MessageLog
)

Public function Const

FDelegateRun...

 

ToRuntimeBinding

(
    UWidgetBlueprint* Blueprint
)

Operators

Name Description

Public function Const

bool

 

operator==

(
    const FDelegateEditorBinding& Othe...
)

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss