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Pay attention to the bIsDynamicallyLoaded field of SlateBrush, if you are passing a non-ue4 resource (via ResourceName) you have to instruct UE to load the resource as a texture (by setting bIsDynamicallyLoaded to true). This is not required when using ResourceObject.
In the previous example we used a 'mixed' visual style to allow the SEditableTextBox to be assigned to a python variable to be able to reference it in the on_clicked event.
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The python SWidget api supports an alternative way for assigning references to SWidget. It is indeed a hack (and honestly not very pythonic), but for big interfaces should simplify the management a lot:
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```python
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from unreal_engine import SWindow, SEditableTextBox, SHorizontalBox, SButton
Basically the .assign(global_name) method, will map the SWidget to the global item specified as global_name. The .assign() method will check for validity of the passed name, so typos will not be a problem.
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