// Project Lab - NHTV Igad #include "UnrealProject.h" #include "EffectSlot.h" #include "AbilityInfo.h" void UEffectSlot::NativeConstruct() { m_name = Cast(WidgetTree->FindWidget("NameField")); m_image = Cast(WidgetTree->FindWidget("Icon")); Super::NativeConstruct(); } void UEffectSlot::Init(class UAbilityInfo* ability) { this->ability = ability; if(!ability) return; if(m_name) { m_name->SetText(FText::FromString(ability->name)); } if(m_image) { m_image->SetBrushFromTexture(ability->icon); } OnInit(ability); }