Jeonghyeon Ha - Layered Tooltip

Playable Demo
Documentation

This plugin

Enables you to freely link additional tooltips to text within tooltip content.

Create unlimited nested tooltips and layer them as deep as you need.

Try it this way

Link tooltips to proper nouns, giving users the freedom to explore deeper information, or use interconnected tooltips to organically explain complex systems.

How do I use it?

Build tooltips using only the engine's built-in features like Rich Text and String Tables. Alternatively, use our dedicated widgets to easily register tooltips in the Widget Designer. Extend with Blueprints or C++ as needed to implement fully flexible custom tooltip systems.

  • Adding Decorators to Rich Text

    Automatically retrieve String Table content via Rich Text tags and display tooltips on hover. Add decorators manually, use our dedicated Rich Text widget, or inherit from base classes with automatic decorator integration.

  • Register Any Widget with the Tooltip System

    Use dedicated Border/Anchor widgets to register tooltips without code, or register directly via Blueprint or C++. Registered widgets automatically display layered tooltips on mouseover.

  • Register Actors or Objects Beyond Widgets

    Manually register any Actor, Object, or other element to directly control tooltip behavior. Configure easily with Blueprints or implement interfaces to extend functionality. Auto-registration components for Actors are included.

  • Extend Tooltips to Your Liking

    Simply restyle the default tooltip widget, or create custom tooltips by registering and dynamically configuring your own widgets.

Technical Details

This plugin uses Rich Text decorators to display tooltips and accesses Unreal's native and Slate widgets for mouseover detection and lifecycle management.

Advanced features enable tooltip extension to UObjects beyond Rich Text or widgets.

Tooltip text is retrieved from String Tables by default, but can be replaced with custom implementations as needed.

A default tooltip widget is included, but any widget can serve as a tooltip by implementing the provided interface.

Most functionality is accessible through Blueprint Function Libraries.

Core features are implemented as native code operating outside Unreal's Reflection system for optimal performance.

Debug visualization widgets are available in the editor environment to monitor tooltip behavior.

Full source code is included with the product.