接上篇,本篇使用第二种方法来访问UMG中Widget变量,主要使用的方法是添加标签:
UPROPERTY(meta = (BindWidget))
步骤
第一步
添加继承于UUserWidget的C++类
头文件:SessionRow.h
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "SessionRow.generated.h"
/**
*
*/
UCLASS()
class STEAMDEMO_API USessionRow : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(meta = (BindWidget))
class UTextBlock* ServerName;
UPROPERTY(meta = (BindWidget))
class UTextBlock* HostUser;
UPROPERTY(meta = (BindWidget))
class UTextBlock* ConnectionFraction;
UPROPERTY(BlueprintReadOnly)
bool Selected = false;
void Setup(class UMainMenu* Parent, uint32 Index);
private:
UPROPERTY(meta = (BindWidget))
class UButton* RowButton;
UPROPERTY()
class UMainMenu* Parent;
uint32 Index = -1;
UFUNCTION()
void OnClicked();
};
cpp文件&#