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A versatile and performant alternative to property bindings for designer-friendly workflows in Unreal Engine 5.1+

Results 20 MDFastBinding issues
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Example function from KismetTextLibrary: ```cpp UFUNCTION(BlueprintPure, meta=(DisplayName = "To Text (Integer)", AdvancedDisplay = "1", BlueprintAutocast), Category="Utilities|Text") static FText Conv_IntToText(int32 Value, bool bAlwaysSign = false, bool bUseGrouping = true, int32 MinimumIntegralDigits...

bug

Updating a FieldNotify variable with a **Set a Property** destination node does not broadcast any FieldNotify updates. **Workaround:** Update the property within a blueprint function using **SET w/ Broadcast** in...

When diffing changes between a widget blueprint stored on disk against its version stored in the depot, the blueprint diff tool always displays ‘Link Moved’ entries for every node in...

Sometimes a widget can have a lot of bindings and it can be visually overwhelming and hard to find what you are looking for quickly. It would be great if...

Renaming a widget breaks its associated references in bindings, forcing the user to manually repair all the bindings that were referencing it. **Steps to reproduce:** 1. Create a widget with...

It is possible for a function node to fall back to `self` as its Function Owner when it contains an error. **Steps to reproduce:** 1. Create a widget with two...

It is possible for a binding to try and call a function that doesn’t exist for its function owner type, by swapping its type to another after having already selected...

It would be very useful to be able to detect references to blueprint properties and functions that exist in bindings. As it stands now, only references within the Event Graph...

It would be nice to have the ability to add comment blocks within the canvas of the binding editor.

Setting up a function-based nodes can feel a bit stiff. In the case of `Call a Static Function` it's especially tedious, given that the user has to explicitly: - Create...