UEC++ creates and binds Widget controls
introduction
I heard before that UEC++
writing Widget
controls is a thankless task, and then I did some research and found that it is indeed the case. In UserWidget
the blueprint, you only need to Image
drag the control into the built-in CanvasPanel
control, but using code requires writing a lot of things, and it is only a basic tree structure. Therefore, it is highly not recommended to use UEC++
write Widget
controls.
Attach the original link here (https://blog.csdn.net/weixin_43723303/article/details/126512815), it’s not easy to type by hand...
Here is the code:
CustomWidget.h
UClass()
class MYPROJECY2_API UCustomWidget : public UUserWidget
{
GENERATED_BODY()
public:
virtual void InitializeNativeClassData() override;
}
CustomWidget.cpp
#include "CustomWidget.h"
#include "Blueprint/WidgetTree.h"
#include "Components/CanvasPanel.h"
#include "GeneratedCodeHelpers.h"
#include "Components/PanelSlot.h"
#include "Components/CanvasPanelSlot.h"
#include "Components/Image.h"
void UCustomWidget::InitializeNativeClassData()
{
// 新建 WidgetTree
WidgetTree = NewObject<UWidgetTree>(this, UWidgetTree::StaticClass(), TEXT("WidgetTree"));
// 新建 CanvasPanel 并绑定 Slot
auto CanvasPanel = NewObject<UCanvasPanel>(WidgetTree, TEXT("CanvasPanel"));
auto& PanelSlot = (*(AccessPrivateProperty<TArray<UPanelSlot*>>((CanvasPanel), UPanelWidget::__PPO__Slots())));
PanelSlot = TArray<UPanelSlot*>();
PanelSlot.Reserve(2);
// 新建 Image 并绑定 Slot,并挂载到 CanvasPanel
auto CanvasPanelSlot = NewObject<UCanvasPanelSlot>(CanvasPanel, TEXT("CanvasPanelSlot"));
CanvasPanelSlot->Parent = CanvasPanel;
auto Image = NewObject<UImage>(WidgetTree, TEXT("Image"));
Image->Slot = CanvasPanelSlot;
CanvasPanelSlot->Content = Image;
PanelSlot.Add(CanvasPanelSlot);
// 将 CanvasPanel 绑定到 WidgetTree
WidgetTree->RootWidget = CanvasPanel;
// 将 WidgetTree 绑定到 Class
TArray<UWidgetAnimation*> WidgetAnimation;
TArray<FDelegateRuntimeBinding> RuntimeBinding;
UWidgetBlueprintGeneratedClass::InitializeWidgetStatic(this, GetClass(), WidgetTree, WidgetAnimation, RuntimeBinding);
}