# Widgets in separate window has problem in custom tooltip background 

**URL:** <https://forums.unrealengine.com/t/widgets-in-separate-window-has-problem-in-custom-tooltip-background/2853847>\
**Category:** UI\
**Tags:** unreal-engine, Epic-Pro-Support, question\
**Created:** [October 5, 2026, 8:34am UTC](https://forums.unrealengine.com/t/widgets-in-separate-window-has-problem-in-custom-tooltip-background/2853847 "2026-10-05T08:34:05Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [October 5, 2026, 8:34am UTC](https://forums.unrealengine.com/t/widgets-in-separate-window-has-problem-in-custom-tooltip-background/2853847/1 "2026-10-05T08:34:05Z")

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Hello guys,

I am making a tool to spawn widgets in separated unreal window.

The issue I am facing is that the custom tooltips of those widgets has a weird issue in their background. (video attached)

It seems that the background of those tooltips never clear so it shows the last shown tooltip in the next one.

Is there something I can do to fix this behaviour?

(I’ve attached a repro project. Simply play the UDN level in “New Editor Window” or “Standalone”. All the behaviour is in MultiWindowSubsystem.cpp)

Thank you very much.

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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [October 5, 2026, 8:34am UTC](https://forums.unrealengine.com/t/widgets-in-separate-window-has-problem-in-custom-tooltip-background/2853847/2 "2026-10-05T08:34:08Z")

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**Steps to Reproduce**

1. Make an utility to spawn widgets in new window.
2. Create a custom tooltip with transparent background in your spawned widget.  
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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [October 5, 2026, 8:35am UTC](https://forums.unrealengine.com/t/widgets-in-separate-window-has-problem-in-custom-tooltip-background/2853847/3 "2026-10-05T08:35:35Z")

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**Author:** ![Cody.Albert](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cody.albert/32/1088813_2.png) [@Cody.Albert](https://forums.unrealengine.com/u/Cody.Albert)\
**Post date:** [October 12, 2026, 10:17pm UTC](https://forums.unrealengine.com/t/widgets-in-separate-window-has-problem-in-custom-tooltip-background/2853847/4 "2026-10-12T22:17:31Z")

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Hi,

The tooltip window by default is set to EWindowTransparency::PerWindow and we pool tooltip widgets to avoid the creation/destruction cost, so that explains why you see the leftovers from previous tooltip widgets. You could avoid this altogether by giving your tooltips an opaque background, but if you do need to fully support transparency then you’ll need some C++. You could either use STooltipPresenter to draw the tooltip to the window directly instead of a separate SWindow, or you could modify SWindow::MakeToolTipWindow to pass in EWindowTransparency::PerPixel and force a clear on each frame. Alternatively, if you need to avoid engine changes, you could manually destroy the tooltip window via ResetTooltipWindow, but that will likely have a performance impact.

Best,

Cody

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