Enabling UMG Preview Mode

For enabling Preview Mode in widgets you need to use the following command CVar: UMG.EnablePreviewMode 1

This will enable the Preview button in the widget editor:

If you had a widget opened, you will need to close it and open it again.

Sadly you will need to call the command every time you open the editor.
I tried modifying the project .ini files to call the cvar when opening it, but couldn’t do it.
Maybe someone more knowledgeable than me can find a solution.
This is the location of the file that contains the cvar:
…\Engine\Source\Editor\UMGEditor\Private\BlueprintModes\WidgetBlueprintApplicationModes.cpp

For the folks like me that were trying to make it work with Viewmodels as shown in this video (10:30):

  1. Set your view model Creation Type to Create Instance.
  2. Go to Class Settings and enable Can Call Initialized Without Player Context.
  3. (Optional) Inside Preview Mode go to Window->Viewmodels to see the viewmodel instantiated.

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