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UI widgets (UMG)

UI & widgets
32 operationswidget

Build and restyle UMG Widget Blueprints: layout, styles, event bindings and animations.

What it’s for

Ask your assistant to build and change your game’s UI as Widget Blueprints. It can edit the widget tree (panels, buttons, text, images), the properties and layout of each widget, the events wired to them, and the animations stored in the asset. You describe the screen you want and skip clicking through the UMG Designer.

Use it to create a new widget, add or rearrange elements, restyle text and brushes, wire a button click to a handler, or add a fade or slide animation. Your assistant can read a whole widget tree as readable markup and rebuild it in one step, which is faster than many small edits and easy for you to review.

Changes here are saved to the Widget Blueprint asset. To change a widget that is already on screen while the game runs, without saving, use On-screen UI during play.

Things you can ask

Build a new HUD widget

You get a new Widget Blueprint with the elements you described, compiled and ready.

examplewidget
You: Make a new WBP_HUD under /Game/UI with a health bar and a score label.

Created /Game/UI/WBP_HUD with a Health progress bar and a Score label, and compiled it.

Restyle part of an existing widget

Your assistant checks what is in the widget, then changes just the element you named.

examplewidget
You: In WBP_PauseMenu, make the Resume label green and bump its font size.

The Resume button’s label, ResumeLabel, is now green at font size 28.

Add a fade-in animation

You get an animation that fades one element in over the time you set.

examplewidget
You: Add a half-second fade-in for the Score label in WBP_HUD.

Added ScoreFadeIn to WBP_HUD. It fades the Score label from fully transparent to fully visible over 0.5 seconds.