// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" #include "Binding/PropertyBinding.h" #include "TextBinding.generated.h" UCLASS(MinimalAPI) class UTextBinding : public UPropertyBinding { GENERATED_BODY() public: UMG_API virtual bool IsSupportedSource(FProperty* Property) const override; UMG_API virtual bool IsSupportedDestination(FProperty* Property) const override; UMG_API virtual void Bind(FProperty* Property, FScriptDelegate* Delegate) override; UFUNCTION() UMG_API FText GetTextValue() const; UFUNCTION() UMG_API FString GetStringValue() const; private: enum class EConversion : uint8 { None, String, Words, Integer, Float }; mutable TOptional NeedsConversion; };