UMG Viewmodel in Verse / Verse Glue

Just got the chance to take a look at the blueprint widgets within UEFN. One thing that I’ve seen is that it doesn’t look like you’re able to create a view model to use within the widget.

Looking through the documentation I see that one of the only ways to create view models is through C++ in Unreal Engine. Considering that Verse is the closest equivalent, is there any plans on adding implementation to allow people to create view models through Verse?

Another thing is that it looks like a lot of the glue that makes up blueprint widgets is the blueprint factor themselves. Are there any plans to add this glue functionality to Verse as well?

While this strays away from the topic I had originally mentioned, this also does bring up another question. It looks like to me that Verse devices are the equivalent to blueprint classes themselves. I’ve not actually had experience within Unreal Engine itself, but from what I can see in the documentation this is my best guess. I had actually tried to replicate this functionality by putting devices within a blueprint, but it appeared to lag my viewport quite a bit and didn’t give me the ability to access the underlying data within the device from a blueprint level.
I’m interested to see if this is actually planned to be the way that it works in the future, or if maybe I’ve got it wrong in some way? If someone could shed some light on the overall intended design, I would appreciate it greatly :smiley:

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