Unreal Engine Livestream - Creating Editor Utility Widgets - April 4 - Live from HQ

WHAT
Editor Utility Widgets arrived with Unreal Engine 4.22, which allow you to modify the layout of the editor user interface, and set up Blueprints just like UMG widgets. Lauren Ridge and Nick Pfisterer will join us in the studio to give us a hands-on demonstration on how to utilize this new powerful tool!

WHEN
Thursday, April 4 @ 2:00PM ET - Countdown

WHERE
Twitch
Youtube
Facebook

WHO
Lauren Ridge - Tools Programmer - @lrridge](http://twitter.com/lrridge)
Nick Pfisterer - Founder, Unreal Slackers - @heypfist](http://twitter.com/heypfist)
Amanda Bott - Community Manager - @amandambott](http://twitter.com/amandambott)

COMMUNITY SPOTLIGHT

Super Powered Battle Friends
https://store.steampowered.com/app/7…attle_Friends/

Exodus Reborn
https://twitter.com/RebornExodus

Light interior
https://forums.unrealengine.com/comm…ojects/1600456

ARCHIVE
Creating Editor Utility Widgets | Inside Unreal - YouTube

FEEDBACK THREAD
Feedback for Editor Utility Widgets

This look really neat. Can’t wait to see it in action…

Finally Eipc focus on this.

i’m looking forward to watch this

Great to have more details about this new feature !
Will there be a replay available at some point ? Unfortunately, I not in the same timezone as you to watch it live :confused:

Seems like a great tool. Looking forward to it.

I’ve been waiting for these features a long time

Replay’s usually go up within the week on YouTube.

Thanks for the recurrents streams, it is very usefull , thanks again :slight_smile:

Really looking forward to this.

Good to know, I’m looking forward to discover that new feature.

Quite interesting topic! One question we came across was how to create actual assets (we tried to use blutilities for that) that would be persistent, for example for creating a set of static meshes, or creating a number of blueprints that have specific sets of parameters. Maybe this could be covered in the stream, if it’s not too far from the topic?

@Praxinos_Fabrice I think the twitch VOD is available right away, and usually Epic uploads a replay to youtube some days after each stream

please take care of me in the future. thanks

After watching the livestream I started experimenting with Utility Widgets and I am starting to face a few challenges.

-How can I detect the right mouse button is down? So far only found an event to detect when the mouse clicks the widget, but I need to know if the mouse is pressed anywhere in the viewport.
-I want to convert the mouse position from screen to world, but I can’t without a player controller, get player controller returns null since it’s in-editor, and get widget owning player also returns null, any workaround?
-Set simulate physics does change the checkbox of simulate physics, but the object does not simulate physics when I hit play, I have to check and uncheck the object manually again for it to work.

Having access to the mouse world location and click, I can start creating a brush and paint items in the scene.

Hope you find this feedback useful, and thanks in advance for the help.

Can’t wait for this one to attend

Where’s the forum post that was talked about to give feedback and suggestions for the Editor Utility Widgets and editor scripting stuff?

I’m thinking about starting a thread , so I deleted it , but if you have any suggestions you can drop them here !

I was just going to suggest the Procedural Mesh Component’s “Create Static Mesh” function be exposed to blueprints so we can convert procedural meshes to static meshes with editor scripting.

Can we have the link to Nick’s example project please

This system should’ve been a priority since 4 years ago… Now many of us already learned how to use Slate for that, time investment that could’ve been put somewhere else :stuck_out_tongue: