There are two ways to bind widgets in C++. One is to use meta = (BindWidget), and the other is to use GetWidgetFromName(TEXT("")). Both methods are acceptable.
1. meta = BindWidget method
Note that in this binding method, the space name in UMG needs to be the same as the variable name declared in C++ Btn_StartUI
2. GetWidgetFromName method
.h文件
UPROPERTY()
UButton* Btn_Register;
.cpp文件
Btn_Register = Cast<UButton>(GetWidgetFromName(TEXT("Btn_Register")));
3. There are two ways to initialize the UI. The first is virtual void NativeConstruct() override; the second is bool Initialize() override;
.h文件
public:
virtual void NativeConstruct() override;
bool Initialize() override;
UFUNCTION()
void OnStartUIclickEvent();
UFUNCTION()
void LoginClickEvent();
.cpp文件
void UMyUserWidget::NativeConstruct()
{
Super::NativeConstruct();
Btn_Register = Cast<UButton>(GetWidgetFromName(TEXT("Btn_Register")));
Btn_Register->OnClicked.AddDynamic(this,&UMyUserWidget::OnStartUIclickEvent);
}
bool UMyUserWidget::Initialize()
{
if (!Super::Initialize())
{
return false;
}
Btn_StartUI->OnClicked.AddDynamic(this, &AMyGameMode::LoginClickEvent);
return true;
}
4. The way to specify the blueprint UMG is TSubclassOf<UUserWidget> MySubClassOfWidget;
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "Widget")
TSubclassOf<UUserWidget> MySubClassOfWidget;
UUserWidget* TmpWidget = CreateWidget<UUserWidget>(GetWorld(),MySubClassOfWidget);
Select the UMG created in the blueprint