List view background problem

list view has background fill and I dont know how disable it.

Hi, xhn. Seems Epic changed the default style of all Widget elements into dark theme. I spend some time to figure out a solution for C++ project.

Here is the sample class that provide transparent background:

#pragma once

#include "CoreMinimal.h"
#include "Components/ListView.h"
#include "TransparentListView.generated.h"

 * A List View class with transparent background.
class UTransparentListView : public UListView

	virtual TSharedRef<STableViewBase> RebuildListWidget() override;

	FTableViewStyle TransparentTableViewStyle;


#include "UI/Widget/TransparentListView.h"

TSharedRef<STableViewBase> UTransparentListView::RebuildListWidget()
	TSharedRef<SListView<UObject*>> NewWidget = ConstructListView<SListView>();

	FSlateBrush TransparentBrush;
	TransparentBrush.TintColor = FSlateColor(FLinearColor{1.f, 1.f, 1.f, 0.f});

	TransparentTableViewStyle = FAppStyle::Get().GetWidgetStyle<FTableViewStyle>("ListView");

	return NewWidget;


If you want to adjust the background color, you can add a FLinearColor variable with
UPROPERTY(EditDefaultOnly, BlueprintReadOnly) specifiers. And pass this value into TransparentBrush.TintColor property. It should works as expect.

1 Like

Worked for me, thanks!

I’ll add that you need to add "Slate" and "SlateCore" to the DependencyModuleNames.

hi I want to do this too
but I don’t know how to implement c++ in blueprint project
could you shared your method or link to some tutorial about it
thank you

Implement new C++ class from Unreal 5:
Menu: Tolls/New C++ Class…
Switch to: All Classes
Search for: ListView (Object/Visual/Widget/ListViewBase/ListView)
Next, give name and location
Find generated files and edit as List view background problem - #2 by Last_Soldier
Build solution (Visual Studio)
Errors will be generated.
Need to add Slate and SlateCore to dependeces.
Find PathToMyUnrealProject\Source\MyUnrealProject\MyUnrealProject.Build.cs and edit so public dependeces look like
PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “Slate”, “SlateCore” });
Basicaly adding
, “Slate”, “SlateCore”
to existing list.

If in PathToMyUnrealProject\Source\MyUnrealProject\MyUnrealProject.Build.cs
You find lines like these uncomment like this:
// Uncomment if you are using Slate UI
PrivateDependencyModuleNames.AddRange(new string[] { “Slate”, “SlateCore” });