# How to add children to a widget from another widget

**URL:** <https://forums.unrealengine.com/t/how-to-add-children-to-a-widget-from-another-widget/2337416>\
**Category:** Blueprint\
**Tags:** User-Interface, unreal-engine, Blueprint, question\
**Created:** [February 16, 2025, 7:51pm UTC](https://forums.unrealengine.com/t/how-to-add-children-to-a-widget-from-another-widget/2337416 "2025-02-16T19:51:37Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [February 16, 2025, 8:25pm UTC](https://forums.unrealengine.com/t/how-to-add-children-to-a-widget-from-another-widget/2337416/8 "2025-02-16T20:25:11Z")

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> [@Everynone](#):
>
> If you must do it from another widget, this can only done dynamically: run a loop → Create Widget → getCanvas from WB\_RadialBase → Add Child To Canvas → Set Size / Position in Canvas

Either this ☝ or expose multiple Named Slots. I would do it dynamically inside the WB\_RadialBase. Tell `Init` how many widgets to spawn and have it run on `Pre Construct`. Something along the lines of:

> [@unable to remove widget from parent .. Sometimes/Bug?](https://forums.unrealengine.com/t/unable-to-remove-widget-from-parent-sometimes-bug/1210582/7):
>
> Not only would it work well together but it would also allow for more control and flexibility, and one can preview it all in real time, without launching the game. This is very quick & fairly dirty: Do note that this is a single widget, you can have many of them (maybe irrelevant in your case since you may only need 1 ever) but you can manipulate it at a whim. Let’s say I want to hide it → I hide just this one widget. If I wanted to display it over or under another widget, I need t…

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