# Spawning two widgets

**URL:** <https://forums.unrealengine.com/t/spawning-two-widgets/565592>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [May 24, 2022, 11:05pm UTC](https://forums.unrealengine.com/t/spawning-two-widgets/565592 "2022-05-24T23:05:44Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![ultrafrog2012](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ultrafrog2012](https://forums.unrealengine.com/u/ultrafrog2012)\
**Post date:** [May 24, 2022, 11:05pm UTC](https://forums.unrealengine.com/t/spawning-two-widgets/565592/1 "2022-05-24T23:05:44Z")

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How can I display multiple widgets at the same time? If I set two widgets visible, one is obstructing the other, even though they are physically apart. I guess the Canvas Panel is blocking another. I saw in other posts that I have to include one to another, but this does not sound like a solution because they are independent widgets. I also tried to create one mother widget that holds all, but it still didn’t work.

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**Author:** ![YuDaeGam](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/yudaegam/32/488344_2.png) [@YuDaeGam](https://forums.unrealengine.com/u/YuDaeGam)\
**Post date:** [May 25, 2022, 1:12am UTC](https://forums.unrealengine.com/t/spawning-two-widgets/565592/2 "2022-05-25T01:12:45Z")

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Hi.  
Dose one of your widgets have background color or image?  
(by using border or image)

How about adjust the ‘ZOrder’ when ‘Add To Viewport’ ?  
Or simply swap the order of spawn.

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**Author:** ![ultrafrog2012](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ultrafrog2012](https://forums.unrealengine.com/u/ultrafrog2012)\
**Post date:** [May 25, 2022, 1:17pm UTC](https://forums.unrealengine.com/t/spawning-two-widgets/565592/3 "2022-05-25T13:17:29Z")

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It was completely transparent. There was no overlap (at least no visible overlaps)

this solved the problem

widget-\>SetVisibility(ESlateVisibility::HitTestInvisible);

I was using visible instead. this still allows the buttons to work
