How can we load non programmatically created UI?

I’m failing to find any documentation that shows or explains how to reference a non-programmatically generated user interface (UMG) widgets from Verse?

To be clear, I’m not asking on how to create widgets purely from Verse but rather how to reference and load pre-created non-programmatic widgets from a Verse script.

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Update I figured out parts of this mystery, but there are still some open questions:

The pop up device can use the modal ui blueprint, while the hud message device can use both. However in many cases adding some buttons result into a strange sound related error messages which prevents you from using those widget blueprints.

Do you know a way to setText to a textblock inside a widget blueprint?

There are a couple of ways to create custom UI, but they all seem like there is a lot of missing functionality atm.

Widget + HUD Message device:
This is static currently and I don’t see a way to change anything, like the ability to hide/show an image in the Widget thru bindings or events in UEFN.

  1. In the Content Browser > in your projects folder > right click > User Interface > Widget Blueprint.
  2. Add images, text, etc… and setup the widget layout. Save.
  3. Set the “HUD Widget” property on the HUD message device.
  4. Trigger Show() on the device thru Verse or events.

Verse UI:
This is pretty basic right now. You can display buttons & text, but no images. I posted an example here:

How did you reference and edit a widget, such as a text block, that wasn’t generated programmatically in Verse?

You need to use view bindings inside the widget blueprint, there’s a window at the bottom that you can open

How did you configure the text block bindings in the view bindings tab, and how were you able to dynamically change that text through verse?

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