# UMG View Models and In-World Widgets - Experimental 

**URL:** <https://forums.unrealengine.com/t/umg-view-models-and-in-world-widgets-experimental/2852866>\
**Category:** Roadmap\
**Tags:** unreal-engine\
**Created:** [November 9, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/umg-view-models-and-in-world-widgets-experimental/2852866 "2026-11-09T14:49:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ThomasC\_Epic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thomasc_epic/32/1203341_2.png) [@ThomasC\_Epic](https://forums.unrealengine.com/u/ThomasC_Epic)\
**Post date:** [November 9, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/umg-view-models-and-in-world-widgets-experimental/2852866/1 "2026-11-09T14:49:44Z")

</div>

### **Status**

None

**View models declared on a parent widget class are available to child Widget Blueprints, so a binding is written once and inherited rather than repeated down the hierarchy.**

Unrelated widgets can share a single view-model context, and BindWidget and BindWidgetOptional can be toggled directly on Blueprint widget variables. In-world widget components output depth and velocity, and carry separate world size, resolution and layout size, so a widget rendered in the scene composites with the rest of the frame rather than sitting flat on top of it.
