Possible to Add a Widget to the Viewport In Sequencer?

Hello,

I’m creating an animation in sequencer, and I was hoping to add a UMG widget to the current camera. Is that possible?

I tried creating an event on the event track that adds a widget to the viewport, but that seemed to be a dead end. Any ideas?

Thank you!

Try adding Widget on Begin Play and making it invisible, then making it visible through Event Track.

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Widgets require a player viewport which doesn’t exist at the edit time (so they couldn’t be previewed either). This is why it requires the game to be running.

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Thanks–that got me on the right track. In the end, turns out, if I start playing the level before I start playing the cinematic, the widget shows up. Not sure why the game needs to be running for the widget to show up over the cinematic, but it seems to work and exporting the video also includes the widget, so I think I’m all set. Thank you for responding!

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In case anyone down the line still have issues, I found that if you’re rendering from blueprints you need to add a a “Find or Add Setting by class” then set it to “Movie Pipeline Widget Renderer”, drag the return value and type composite and and the “Composite onto final image” node should pop up, drop that, enable to checkbox and link the return value from the find or add setting by class node to its target. Hope this helps

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While you can’t add a Widget directly to Sequencer without a plugin, there’s not much of a need to. You could open the Sequencer Blueprint (The icon between the wrench and the clapper board)
SequencerBP

and then just use the Create Widget node to add it to the pawn. Or you could really call that code pretty much anywhere (level blueprint, player pawn etc. When a sequencer plays, it’s possessing the player pawn so you can still add widgets to the screen as usual.

Just be aware if you add it via the Sequencer BP then you won’t have a begin play node, so you’ll have to create a custom event and then call it in an event track.