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How to bind UMG Widget to JS? #342
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More Detail : #340 (comment) |
The correct code, SendButton is the corresponding button name in UMG /// <reference path="typings/ue.d.ts">/>
function GetPC() {
return PlayerController.C(GWorld.GetAllActorsOfClass(PlayerController).OutActors[0])
}
function Test() {
console.log("Press Button From Javascript")
}
function main()
{
let PC = GetPC()
let TestWidget = WidgetBlueprint.Load('/Game/Test/WBP_Test').GeneratedClass
let widget = GWorld.CreateWidget(TestWidget, PC)
widget.AddToViewport()
widget.SendButton.OnClicked.Add(Test)
}
try
{
module.exports = () =>
{
let cleanup = null;
process.nextTick(() => cleanup = main());
return () => cleanup();
}
}catch(e)
{
require('bootstrap')('test')
} |
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Like this https://github.com/ncsoft/Unreal.js/wiki/Override-Blueprint-Function, I want js inherits the widgets created in the blueprint and can then rewrite the methods inside, but I am unable to establish a connection between the two. The above method seems to be incorrect
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