set_widget_drag_drop
Attempts to set a widget's drag-drop operation class; reports that no UPROPERTY exists and the behavior must be configured in the Widget Blueprint graph.
Instructions
Honest gap report: there is no UWidget UPROPERTY that exposes DragDropOperationClass, and OnDragDetected/OnDrop are DECLARE_DYNAMIC delegates (not reflectively assignable). The drag/drop behavior must be configured in the widget BP graph.
Returns: { widget_blueprint_name, widget_name, operation_class, set: false, has_drag_drop_property: false, note }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| widget_name | Yes | FName of the target widget inside the tree | |
| operation_class | No | /Script/...DragDropOperation or subclass path | |
| widget_blueprint_name | Yes | /Game path of the Widget Blueprint |