FPropertyBindingWidgetArgs

Setup arguments structure for a property binding widget

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h

Include

#include "IPropertyAccessEditor.h"

Syntax

struct FPropertyBindingWidgetArgs

Remarks

Setup arguments structure for a property binding widget

Variables

Name Description

Public variable

bool

 

bAllowArrayElementBindings

Whether to allow array element bindings

Public variable

bool

 

bAllowNewBindings

Whether to allow new bindings to be made from within the widget's UI

Public variable

bool

 

bAllowUObjectFunctions

Whether to allow UObject functions as non-leaf nodes

Public variable

bool

 

bGeneratePureBindings

Whether to generate pure bindings

Public variable

UFunction *

 

BindableSignature

An optional signature to use to match binding functions

Public variable

TAttribute< FLi...

 

CurrentBindingColor

The current binding's color

Public variable

TAttribute< con...

 

CurrentBindingImage

The current binding's image

Public variable

TAttribute< FTe...

 

CurrentBindingText

The current binding's text label

Public variable

TSharedPtr< FEx...

 

MenuExtender

Menu extender

Public variable

FOnAddBinding

 

OnAddBinding

Delegate called to add a binding

Public variable

FOnCanBindFunct...

 

OnCanBindFunction

Delegate used to check whether a function can be bound to the property in question

Public variable

FOnCanBindPrope...

 

OnCanBindProperty

Delegate used to check whether a property can be bound to the property in question

Public variable

FOnCanBindToCla...

 

OnCanBindToClass

Delegate called to see if a class can be bound to

Public variable

FOnCanBindToSub...

 

OnCanBindToSubObjectClass

Delegate called to see if a subobject can be bound to

Public variable

FOnCanGotoBindi...

 

OnCanGotoBinding

Delegate used to see if we can open a binding (e.g. a function)

Public variable

FOnCanRemoveBin...

 

OnCanRemoveBinding

Delegate called to see if we can remove remove a binding (ie. if it exists)

Public variable

FOnGenerateBind...

 

OnGenerateBindingName

Delegate used to generate a new binding function's name

Public variable

FOnGotoBinding

 

OnGotoBinding

Delegate used to open a bound generated function

Public variable

FOnRemoveBindin...

 

OnRemoveBinding

Delegate called to remove a binding

Public variable

FProperty *

 

Property

An optional bindable property

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