#Sorry trying to make my widget show up
1 messages ยท Page 1 of 1 (latest)
What is the type of component (Actor, Actor component, etc) and the "space" (Graph, Function, etc) in which your are trying to create a widget from?
Never used Editor Utility Blueprints before, but the first search in Google about your problem brings this solution.
Try typing Get Unreal Editor Subsystem and see if you get anything in your current context. If not, untick the Context sensitive option when looking for a node.
Mmmm tried that but no luck
LogScript: Warning: Script Msg called by: Get_Product_Dts_C /Temp/Untitled_1.Untitled_1:Library-Validator_C_27.WidgetTree_0.Get_Product_Dts```
I see. Apologies, this is beyond my knowledge at the moment 
No worries, ๐ซ
Not entirely sure you can do that. This is usally meant for runtime widgets.
Weird surely I can just make a window pop up for confirming an action?
like in a editor utility widget
Not sure how far the Editor Utilities go by now. I usually do all of that in C++.
๐ญ is it hard to do in C++?
Probably
๐ญ
lol
all good I'll do something janky like a tick box hidden in far away from the button
It might just be
Something like this:
EAppReturnType::Type Result = FMessageDialog::Open(EAppMsgType::OkCancel, FText::FromString(TEXT("Some question?")));
But that is not a custom widget of course. That would be a simple Ok Cancel UE dialog.
can I just throw that into a function? I've got some C++ for this tool
I'll try it ๐
Yeah but this may not be the exact code that compiles
right no worries i'll dig away at it thanks ๐ฏ