How to emit particles over UMG button on touched?

You can implement it on yourself.
Since it is 2D, you only need a system you can assign a material.
Then you need a particle function, that determines the next position of the particles. You can do a spread or a gravity fall.
Then you only have to render the materials to the screen.

Are you suggesting to create and spawn multiple blueprints or widgets instead of a particle system? Please be as specific as possible. Thanks!!

So in our game I have a UMG menu that appears with buttons. Whenever the player touches a button I would like to emit some particles for feedback. How can this be achieved? I know UMG is supposed to render on top of all 3D but I was hoping there was a way to do this if the particle material was set up for UI as well. If this can work I need to figure out the location of the UMG button that was touched in 3D space so I can emit it there (unless there is a way to attach it to a UMG component).

If this is not possible how can I achieve a workable solution to do this?

I can see many other uses for this as well. For instance, any time the player achieves anything after a level it is typical to show a score screen. Particles would also be necessary on top of a high score or new level unlock.

Thank you for your time,

have you tried to spawn the particles using a clear overlap on the button with the overlap index at like 6 so its way infront of everything else? havvent tested it my self but seems plausible

I’m not sure what you mean by “clear overlap on the button”. By “overlap index” I’m assuming you are referring to the Z-Order on a UMG control.

I’ve tried doing everything I could with the built in Particle System in order to get it to render on top of UMG elements but I’ve not been able to figure it out thus far. Is this possible?

If it is not possible I was trying to create a widget that can dynamically create Images and update them in real time. However, I’m running into an issue here. I’m able to create a variable in the widget but there is no way to set it to the “Image” type. I suppose I could just drag a few items in the designer (up to 20) and do it that way but I find that pretty nasty…

What else can I try at this point??

To give a quick update. I built a new dynamic particle system in UMG that creates images dynamically at a 2d space location and updates them over time. Apparently when you bind a material to a UMG image it doesn’t like it if the material is set to blend (modulate). It will work with the default blend though. Also, the last part I’m stuck on w/UMG is determining the x/y location the player touched. Sure there are “click” events for buttons but you cannot get the absolute x/y position of a button since it can be slotting in many different types of slots =).

I also tried to bind to the Touched global event on the level blueprint which is great… However the event is NOT fired off if you touch a UMG button =(