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Editor Utility Widget OnInitialized method is never called

I've created an Editor Utility Widget blueprint in Unreal. This widget contains another widget blueprint that inherits Common Tab List Widget Base. This class needs OnInitialized to be called to set ...
BMac's user avatar
  • 473
-1 votes
1 answer
242 views

UUserWidget pure c++ create,viewport is invisible

use pure c++ create a c++ UUserWidget ,cant show in Viewport! 1.when I use c++ create,it didn't show, but anything is work,like call this class function. I have been check any Visibililty ,bEnable or ...
Mu Chung's user avatar
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1 answer
2k views

Unreal Engine 4.27.2 C++ | SetText not updating UserWidget’s TextBlock from a WidgetComponent in a BP

I have an Actor BP, inside this BP I have a UWidgetComponent with a Widget Class already selected in the Details, and that Widget Class has a TextBlock. Now, inside this BP I also have a C++ ...
Elias Marrero's user avatar
0 votes
1 answer
89 views

Why does DefaultValue:float := 100.0 return an error?

I'm currently coding in Unreal Engine For Fortnite and I was wondering what the issue with my code is. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/...
Brave.'s user avatar
  • 43
0 votes
0 answers
510 views

Unreal Assign C++ Functions to Blueprint events

I have a UMG blueprint (let it be A) that simply inherits from User Widget (No custom C++ subclass). It resides in another UWidget (name it B) (but inherited from custom C++ subclass). My first ...
A_Kz's user avatar
  • 139
1 vote
0 answers
889 views

UI Widget blueprints not activated when packaging the game (shipping)

I’m kinda new to Unreal although I’ve had some months of intensive usage. I have an issue that is stopping me to continue developing my game. For some reason, the code I have (BP) works okay on PIE &...
Hernaldo Sandoval's user avatar
0 votes
1 answer
3k views

How to Blur background behind the UI only unreal 5

I'm new to Unreal game engine,but have some idea about how things works. I recently working on an archviz project and want to add some UI blur effect behind the UI element only. Here are some ...
AlienBruh's user avatar
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1 answer
2k views

How to set an image texture via file location in Unreal?

I'm using Unreal engine for a personal project, but am running into a problem. I want it so that when you click the button in the center of the screen, the brush from the child image changes. I'd use ...
user990129848's user avatar
-1 votes
1 answer
162 views

How does a plugin get a project-agnostic hud to display a widget to in C++? [closed]

I'm making a plugin that I want to display a widget to the user. All the examples I see of creating a C++ widget, and adding it to the viewport, require modifying the game mode, or player character, ...
MashedPotato6587's user avatar
2 votes
2 answers
7k views

UE4 How to use UMG ListView to display a list of Structs?

I apologize if this seems trivial, but I've searched for an answer for a while now, and I can't seem to find a solution. I have a list of structs (TArray of structs to be exact.) that represent high ...
Curtwagner1984's user avatar
1 vote
1 answer
7k views

UE4 - Get children widgets from UUserWidget's pointer (UMG)

I got my non-UObject class holds an UUserWidget* Instance; So how do I get a children widget (Ex: UTextBlock) out of that Briefly, I want something like this: Instance->GetChildrenWidgetByName(&...
Hung Quang's user avatar
0 votes
1 answer
1k views

UE4 Curved HUD & Mouse Input

I made a material that allows me to curve my HUD, so give the effect that it is a helmet HUD. The problem with this method is that unfortunately, if I put anything that can be interactive with the ...
Zetta420's user avatar
0 votes
1 answer
2k views

UE4 add Widget Class BP which inherits from UUserwidget in BP Editor?

I have a AActor class in cpp. I created a BP inherits from it named My_Actor_BP. In cpp class i declared some UPROPERTY : UPROPERTY(EditAnywhere, Category = "Event Section") TArray<...
sirmaci's user avatar
2 votes
0 answers
219 views

How do I fix a UWebBrowser not rendering anything in Unreal Engine UMG?

I'm having a really hard time creating a UWebBrowser and adding it to a UCanvas in C++. I got an equivalent blueprint working perfectly by just dropping the UWebBrowser widget into the UCanvas widget. ...
Ari Lotter's user avatar
1 vote
0 answers
4k views

How to get text size or resize the widget according to the text size?

I am creating widgets in runtime and then change texts in them by using setText. The problem is the Size Box which contains the text doesn't update as "Size to Content" after i changed the ...
Oğulcan Gündüz's user avatar
0 votes
1 answer
2k views

UE4 Open Level node not working in cooked builds

I have a widget with a button that open a level and plays a sound when clicked. The level opens well in PIE but not in cooked builds. Any thoughts?
Spyro 999's user avatar
1 vote
1 answer
6k views

How to setup HUD widgets correctly in UE4

I am following a tutorial on Udemy on Unreal Engine based game development. I have posted the sam question on Udemy as well. I will try my best to explain the issue I am facing. What works I have set ...
Akshay Kumar's user avatar
  • 1,035
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0 answers
2k views

An exception occurred: read access violation. **this** was nullptr

I've just started to learn C++ developing a game using Unreal Engine 4.26.2. I don't really know what I'm doing. I have created an UMG.UserWidget to show the HUD.Then I have created a C++ class that ...
VansFannel's user avatar
  • 46.2k
-1 votes
3 answers
671 views

Sound attenuation for web browser

I have built a web browser in my project and put it on a wall. So the thing that I wanted to do is when I play a video on YouTube then I walk away from that wall I want the sound of that video to ...
user11867894's user avatar
0 votes
1 answer
6k views

Click function on Toggle Buttons in Unreal Engine 4 C++

I have a doubt about CheckBoxes and click events. I have some button which executes a function OnClick, something like this on code: SomeButton->OnClicked.AddDynamic(this, &ClassName::...
MaxPower's user avatar
1 vote
0 answers
1k views

UE UMG, when I addchild use C++, slot lost Slot properties I designed in blueprint, how can I keep it?

When I designed one Slot properties in blueprint, it works just when I put it on another blueprint directly.when I dynamic create one and addchild to another widget use C++, Slot properties designed ...
CrazyStone's user avatar
0 votes
1 answer
556 views

Where do I have to put the code to display the main menu of my game?

I've just started to learn Unreal Engine and I developing a Pong game using C++. To create the menu I have used UMG and to learn how to do it, I have watched Wiring up the Main Menu tutorial from ...
VansFannel's user avatar
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0 votes
1 answer
1k views

binding doesn't create text

I'm trying to set up a hi score table in my game and the binding to get the score isn't being called at all. It isn't working. It uses the same logic as the names, but doesn't display anything in the ...
Manadono's user avatar
0 votes
1 answer
90 views

Is there a way to independently use the left and right sides of the drag event?

In Unreal's blueprint, I want to use the right and left sides of the UI Canvas in different ways. This can happen separately, but it can also be used at the same time. While currently using the left ...
sun linkan's user avatar
0 votes
1 answer
133 views

How to pass value to or call a function of AMyPlayerController (APlayerController) from UMenuWidget (UUserWidget) in Unreal, using C++?

My UMenuWidget (derived from UUserWidget) needs to pass a value to AMyPlayerController (derived from APlayerController). I have tried: DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPassParam,int,...
Supreeto's user avatar
  • 339
0 votes
1 answer
2k views

Click event not detected after changing canvas overlay visibility

I have a mobile phone interface (below image) and I want to switch between different views - in this case overlays - depending on where you click. Click events in the first view are detected, then it ...
drn's user avatar
  • 439
1 vote
1 answer
2k views

unreal engine blueprint actor lost parameter after files move location

I created three files, one material, one enum, one blueprint actor. In blueprint actor, I created a dynamic material instance to access material and a variable to access enum as a dropdown list. This ...
Hammeee's user avatar
  • 85
1 vote
1 answer
3k views

Why does the scrollbox not show the scroll in unreal engine 4?

Above is the screenshot of the scrollbox that I'm trying to create but it won't show the scroll on the side. You can see that the contents are overflowing out of the scrollbox but it still won't show ...
Abhishek's user avatar
0 votes
1 answer
223 views

Question about widget landscape and portrait

I need to use my menu with image in landscape and portrat (if user turns the phone to another position) using widget. I need for landscape and portrait with different widget design, or exists other ...
dkr1985's user avatar
  • 23
0 votes
1 answer
230 views

SAssetView Slate Compile Errors

After trying to add a SAssetView slate widget to my code, I run into some compile errors. The picture here is from the class that is extending SCoumpoundWidget, and the second picture is of the ...
Ido Mtn's user avatar
  • 11
0 votes
1 answer
1k views

Unreal Engine 4 - Blueprints, Need Help Creating UI Elements Based on Int Value

I have an array of ints (I.E: 12 , 55 , 33) the length and contents of that array are variable. In a for each loop, I need to take every single array index and create a set number of ui images based ...
Mohammed Gameal's user avatar
1 vote
0 answers
44 views

SViewTree's Children dosen't work after first level

I created a Slate TreeView widget. It works fine until I extend the first level of the tree. Then it dosent allow me to select any of the children (That are in the second level of the tree), And it ...
Ido Mtn's user avatar
  • 11
0 votes
0 answers
69 views

Why Unreal does not support UMG animation tick for FDefaultGameMoviePlayer

As we all knows, when we LoadMap in Unreal engine, the main thread will be blocked, and the UI will be stuck. So Unreal provide us FDefaultGameMoviePlayer, which uses another thread (...
pan64271's user avatar