# \[Twitch\] Support Stream - Unreal Motion Graphics (UMG) UI - Oct. 21, 2014

**URL:** <https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787>\
**Category:** Announcements\
**Tags:** unreal-engine, Event\
**Created:** [October 7, 2014, 9:53pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787 "2014-10-07T21:53:45Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![Ivey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivey](https://forums.unrealengine.com/u/Ivey)\
**Post date:** [October 7, 2014, 9:53pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/1 "2014-10-07T21:53:45Z")

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On the heels of our first support livestream, we are glad to announce next one, this time on **UMG**! Feel free to drop in and learn something with us. As mentioned, we are aiming to deliver one of these two weeks on \*\*TUESDAYS AT 2PM, \*\*meaning the next one will follow on **November 4th**. Don’t miss it!  
\*\*  
WHAT  
\*\*An in-depth look at UMG (Unreal Motion Graphics) UI creation and features.  
\*\*  
WHEN  
\*\*Tuesday, October 21st @ 2PM ET - [Countdown](http://www.timeanddate.com/countdown/to?iso=20141021T14&p0=207&msg=UE4+Twitch+Livestream)]  
\*\*  
WHERE  
\*\*\*\*[www.twitch.tv/unrealengine](http://www.twitch.tv/unrealengine)

* * *

WHO  
\*\*Chance Ivey - Community Manager

- Tools Programmer  
Matt Kuhlenschmidt - Lead Tools Programmers

Feel free to ask any questions \*on the topic \*in the thread below, and remember: While we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!

Chance

EDIT: The Archive is now up on YouTube \*\*\*\*]([- YouTube](https://www.youtube.com/watch?v=k2-UIdpAE-Q))

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**Author:** ![iniside](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/iniside/32/866315_2.png) [@iniside](https://forums.unrealengine.com/u/iniside)\
**Post date:** [October 8, 2014, 8:09am UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/2 "2014-10-08T08:09:57Z")

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First!

I have question about projecting Widgets from world space coordinates to screen position.  
I don’t want to draw them in 3D space. What I want to do is, to have widget like Health Bar or Floating Damage Text. And draw it over actor, which is in world.  
Using Canvas it is fairly easy by using Project/Deproject, but when using Slate I hit the wall, when I just couldn’t get coordinates for each actor and project them to screen.

I hacked my way around, by setting coordinates trough AHUD, but it resulted in everything stacked on actor that happen to be last in current frame.

Is there any easy solution for UMG/Slate now ? Or something planned ?

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**Author:** ![anonymous\_user\_6334e343](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6334e343](https://forums.unrealengine.com/u/anonymous_user_6334e343)\
**Post date:** [October 8, 2014, 8:27am UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/3 "2014-10-08T08:27:19Z")

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1 Will the UniformGrid ever be a real grid is missing everything to actualy be a grid?  
(No borders no rows or colums no good layout for plasing widgets inside it so 4th.)

2 I honestly can`t see much diferent from 4.4 am sure alot has happend under the hood, can you elaberate?

3 How can we expect to see UMG evolve over the next 6 months?

4 How is the C++ support for UMG now, and whats your focus moving forward?

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**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [October 8, 2014, 1:46pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/4 "2014-10-08T13:46:00Z")

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How’s the progress on 3D component-based UMG widgets? It seemed like it was pretty far along in August, but we haven’t heard anything about it since.

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**Author:** ![cgrebeld](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@cgrebeld](https://forums.unrealengine.com/u/cgrebeld)\
**Post date:** [October 8, 2014, 2:04pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/5 "2014-10-08T14:04:18Z")

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Controller Support?

We can get basic input events in Widgets now but when will we see full controller support ?

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**Author:** ![HaxO](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/haxo/32/1008648_2.png) [@HaxO](https://forums.unrealengine.com/u/HaxO)\
**Post date:** [October 8, 2014, 3:46pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/6 "2014-10-08T15:46:54Z")

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Yesterdays was awesome, Can’t wait for this one too.

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**Author:** ![C-Arch](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@C-Arch](https://forums.unrealengine.com/u/C-Arch)\
**Post date:** [October 8, 2014, 7:29pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/7 "2014-10-08T19:29:01Z")

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> [@;160548](#):
>
> 1 Will the UniformGrid ever be a real grid is missing everything to actualy be a grid?  
> (No borders no rows or colums no good layout for plasing widgets inside it so 4th.)
> 
> 3 How is the C++ support for UMG now, and whats your focus moving forward?

Second those.  
I use a vertical box with horizontal boxes inside because grid is not functional atm in 4.5 preview. No control.

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**Author:** ![FS\_Creations](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FS\_Creations](https://forums.unrealengine.com/u/FS_Creations)\
**Post date:** [October 9, 2014, 3:56am UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/8 "2014-10-09T03:56:57Z")

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I’m just so happy 😃 2 questions from my side.

1. Can we have more information on Drag & Drop Operations? Basically I’d like to know how to drag buttons around and drop them in a uniform grid.
2. Is there any way to show Static/Skeletal Meshes within UMG? (e.g. a character with Idle animation)

Thanks a lot!

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**Author:** ![Spade](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Spade](https://forums.unrealengine.com/u/Spade)\
**Post date:** [October 9, 2014, 4:06am UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/9 "2014-10-09T04:06:07Z")

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What is the best way to achieve a typewriter text effect.(where text types out one character at a time) I’ve implemented this feature in blueprints using Strings and repeatedly setting the display text to substrings of increasing length of the source String over time. Is there a way to accomplish this with Text variables?

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**Author:** ![anonymous\_user\_35c8ee25](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_35c8ee25](https://forums.unrealengine.com/u/anonymous_user_35c8ee25)\
**Post date:** [October 9, 2014, 8:56pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/10 "2014-10-09T20:56:13Z")

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Any UMG templates with every existing templates will be available ?  
How to create minimaps using UMG ?  
How to show UMG HUDs on client’s ?  
A tutorial on UMG of every features/editor etc

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**Author:** ![anonymous\_user\_d829b65b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d829b65b](https://forums.unrealengine.com/u/anonymous_user_d829b65b)\
**Post date:** [October 9, 2014, 11:30pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/11 "2014-10-09T23:30:39Z")

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That’s gonna be interesting!!!

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**Author:** ![gormed](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gormed](https://forums.unrealengine.com/u/gormed)\
**Post date:** [October 9, 2014, 11:31pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/12 "2014-10-09T23:31:11Z")

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1. What are the main differences between Slate and UMG? (also in regard of C++)
2. What is possible/impossible with Slate vs UMG?
3. What about 3D GUI/HUD with UMG? Any limitations?

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**Author:** ![excelynx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@excelynx](https://forums.unrealengine.com/u/excelynx)\
**Post date:** [October 10, 2014, 11:07pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/13 "2014-10-10T23:07:38Z")

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Hey guys!

Is it possible to and if so what is the best way to create a list of buttons that can fire generic events/actions/functions?

What I would like to be able to do is to have a menu with various options that can fire functions in another class or classes.

Thus far I’ve followed this tutorial by :

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

However his example requires the function of each button to be the same, and to be contained in the button itself.

What I’ve figured out so far: I set the button function up to fire an Event Dispatcher that my PlayerController class (where the menu is created) can listen to with a unique ID passed to the Dispatcher for each button. The issue is that the buttons are created using the Create Button function, and I obviously can’t put an event in that function and there’s no way for me to pass one in or out. I’m currently storing a reference to each of the buttons in an array when they’re created and binding the events in the Event Graph, which works but that seems a little messy. Is there a better way to do this that you’d recommend or does that sound right?

Thanks for the help!

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**Author:** ![FS\_Creations](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FS\_Creations](https://forums.unrealengine.com/u/FS_Creations)\
**Post date:** [October 11, 2014, 7:03pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/14 "2014-10-11T19:03:13Z")

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> [@excelynx;161891](#):
>
> The issue is that the buttons are created using the Create Button function, and I obviously can’t put an event in that function and there’s no way for me to pass one in or out. I could store a reference to each of the buttons when they’re created and bind the events in the Event Graph, but that seems a little messy.

I have a question related to this as well – **how** can you store Button references in variables? I’ve been unable to create a button variable. It would be amazing to have a button array as well, but it doesn’t seem possible with BPs.

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**Author:** ![Zeustiak](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zeustiak](https://forums.unrealengine.com/u/Zeustiak)\
**Post date:** [October 12, 2014, 5:40am UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/15 "2014-10-12T05:40:34Z")

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Can UMG widgets be used out in the world(not directly attached to the player viewscreen), and if so can you show a quick easy example? This would be things like a floating health bar on a unit/enemy, icons that float near specific points or objects, etc.

Thanks!

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**Author:** ![anonymous\_user\_35c8ee25](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_35c8ee25](https://forums.unrealengine.com/u/anonymous_user_35c8ee25)\
**Post date:** [October 12, 2014, 12:09pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/16 "2014-10-12T12:09:56Z")

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how to build menus for matchmaking/lobbies using UMG ?  
how to attach HUD to an asset ?

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<div class="post-metadata">

**Author:** ![excelynx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@excelynx](https://forums.unrealengine.com/u/excelynx)\
**Post date:** [October 12, 2014, 7:39pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/17 "2014-10-12T19:39:57Z")

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> [@Zeustiak;162409](#):
>
> Can UMG widgets be used out in the world(not directly attached to the player viewscreen), and if so can you show a quick easy example? This would be things like a floating health bar on a unit/enemy, icons that float near specific points or objects, etc.
> 
> Thanks!

This would obviously be immensely useful for VR, too. I know that there was a post previously that the Unreal Engine team was working on getting this to work, but some general roadmap timeline might be nice! 🙂

Edit: Looks like this got added to the roadmap for 4.6 (3D Widgets) [https://trello.com/c/nw8jzsfg](https://trello.com/c/nw8jzsfg)

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<div class="post-metadata">

**Author:** ![KITATUS](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kitatus/32/983160_2.png) [@KITATUS](https://forums.unrealengine.com/u/KITATUS)\
**Post date:** [October 12, 2014, 7:59pm UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/18 "2014-10-12T19:59:42Z")

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Can we put Widget Style Packs on the Marketplace? :\>

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<div class="post-metadata">

**Author:** ![Zeustiak](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zeustiak](https://forums.unrealengine.com/u/Zeustiak)\
**Post date:** [October 13, 2014, 6:29am UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/19 "2014-10-13T06:29:40Z")

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> [@excelynx;162642](#):
>
> This would obviously be immensely useful for VR, too. I know that there was a post previously that the Unreal Engine team was working on getting this to work, but some general roadmap timeline might be nice! 🙂
> 
> Edit: Looks like this got added to the roadmap for 4.6 (3D Widgets) [Trello](https://trello.com/c/nw8jzsfg)

So when they say 3D Widgets, they are talking about anything that isn’t directly plastered on your view screen? Makes sense. I got time to wait for 4.6. 🙂

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**Author:** ![anonymous\_user\_99dbd39d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_99dbd39d](https://forums.unrealengine.com/u/anonymous_user_99dbd39d)\
**Post date:** [October 13, 2014, 6:34am UTC](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787/20 "2014-10-13T06:34:05Z")

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yes… that is right KitatusStudios… i agree with you

[Next page](https://forums.unrealengine.com/t/twitch-support-stream-unreal-motion-graphics-umg-ui-oct-21-2014/12787.md?page=2)
