# \#slate

**URL:** https://forums.unrealengine.com/tag/slate/133.md

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## [Slate IM Button Param Enabled does nothing ](https://forums.unrealengine.com/t/slate-im-button-param-enabled-does-nothing/2851058)

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**Author:** [@PureUmbrella5629](https://forums.unrealengine.com/u/PureUmbrella5629)\
**Replies:** 0\
**Last updated:** [November 5, 2026, 6:00pm UTC](https://forums.unrealengine.com/t/slate-im-button-param-enabled-does-nothing/2851058 "2026-11-05T18:00:49Z")

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Summary \[5.8.4\] If you attempt to use the Button function when making SlateIM windows the Enabled parameter does not disable the button as intended. The only way to disabled the button is to wrap the button in a BeginDis…

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## [Software grab cursor jumps upper-left when starting right-click scrolling ](https://forums.unrealengine.com/t/software-grab-cursor-jumps-upper-left-when-starting-right-click-scrolling/2841241)

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**Author:** [@aillieo](https://forums.unrealengine.com/u/aillieo)\
**Replies:** 0\
**Last updated:** [October 15, 2026, 3:31pm UTC](https://forums.unrealengine.com/t/software-grab-cursor-jumps-upper-left-when-starting-right-click-scrolling/2841241 "2026-10-15T15:31:19Z")

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Summary When starting right-click drag scrolling in a ListView widget, the visible cursor jumps a fixed distance toward the upper-left. The issue occurs in both PIE and packaged Windows builds in our project. ScrollBo…

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## [\[UE5.8\] Cursor lock rect reaches window edge in windowed mode, allowing clicks on the resize border (FPS template)](https://forums.unrealengine.com/t/ue5-8-cursor-lock-rect-reaches-window-edge-in-windowed-mode-allowing-clicks-on-the-resize-border-fps-template/2838582)

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**Author:** [@sakuraba\_intense](https://forums.unrealengine.com/u/sakuraba_intense)\
**Replies:** 0\
**Last updated:** [October 8, 2026, 12:30pm UTC](https://forums.unrealengine.com/t/ue5-8-cursor-lock-rect-reaches-window-edge-in-windowed-mode-allowing-clicks-on-the-resize-border-fps-template/2838582 "2026-10-08T12:30:05Z")

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Summary In UE 5.8, when the game runs in windowed mode with the mouse captured and hidden (e.g., the First Person template), the invisible cursor can reach the outermost pixel of the window. Clicking there is handled by …

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## [Slate: FSlateRHIRenderer::ScreenshotState causes editor crash](https://forums.unrealengine.com/t/slate-fslaterhirenderer-screenshotstate-causes-editor-crash/2744185)

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**Author:** [@Athenar88](https://forums.unrealengine.com/u/Athenar88)\
**Replies:** 1\
**Last updated:** [September 30, 2026, 5:27pm UTC](https://forums.unrealengine.com/t/slate-fslaterhirenderer-screenshotstate-causes-editor-crash/2744185 "2026-09-30T17:27:59Z")

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Summary SlateRHIRenderer::ScreenshotState holds three RAW pointers — FSlateViewportInfo\*, TArray, TArray — and is only cleared when the window it targets is actually rendered. FSlateApplication::TakeScreenshot (SlateAp…

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## [UE 5.8.2 Slate/GraphEditor access violations; DX12 greatly increases crash frequency, DX11 only mitigates ](https://forums.unrealengine.com/t/ue-5-8-2-slate-grapheditor-access-violations-dx12-greatly-increases-crash-frequency-dx11-only-mitigates/2769756)

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**Author:** [@Ivyshirn](https://forums.unrealengine.com/u/Ivyshirn)\
**Replies:** 0\
**Last updated:** [September 14, 2026, 5:30pm UTC](https://forums.unrealengine.com/t/ue-5-8-2-slate-grapheditor-access-violations-dx12-greatly-increases-crash-frequency-dx11-only-mitigates/2769756 "2026-09-14T17:30:30Z")

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Summary Unreal Editor 5.8.2 repeatedly crashes inside Slate / GraphEditor during normal editor use. The crashes occur in several different Slate paths, including GraphEditor layout, spline rendering, widget painting, hi…

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## [Updating Chrome version of WebBrowser Widget (CEFWebBrowserWiddow)](https://forums.unrealengine.com/t/updating-chrome-version-of-webbrowser-widget-cefwebbrowserwiddow/1525168)

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**Author:** [@user\_d42ebdb56521c2d2ac7332e3f39b59e65627a90cd1ed6a8e6704fe](https://forums.unrealengine.com/u/user_d42ebdb56521c2d2ac7332e3f39b59e65627a90cd1ed6a8e6704fe)\
**Replies:** 5\
**Last updated:** [August 27, 2026, 12:41pm UTC](https://forums.unrealengine.com/t/updating-chrome-version-of-webbrowser-widget-cefwebbrowserwiddow/1525168 "2026-08-27T12:41:38Z")

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Hello. I’m using webbrowser widget plug-in, but it is using old version of Chrome. (Chrome 90 maybe) Is there any way to update to latest version? or any plans to update engine’s CEF 3rdparty library to latest version…

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## [Text and borders are blurry after packaging but not in editor](https://forums.unrealengine.com/t/text-and-borders-are-blurry-after-packaging-but-not-in-editor/467213)

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**Author:** [@Squeaky-Bed](https://forums.unrealengine.com/u/Squeaky-Bed)\
**Replies:** 10\
**Last updated:** [July 8, 2026, 1:36am UTC](https://forums.unrealengine.com/t/text-and-borders-are-blurry-after-packaging-but-not-in-editor/467213 "2026-07-08T01:36:02Z")

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Hi, So I am working on a 2D game and I am designing a simple UI for it and the issue that I am having is that in the Editor, It looks perfect. But when I package the game for shipping it looks blurry. Somehow in the edi…

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## [UE4.17 Retainer box is washing colors](https://forums.unrealengine.com/t/ue4-17-retainer-box-is-washing-colors/405296)

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**Author:** [@Tefel](https://forums.unrealengine.com/u/Tefel)\
**Replies:** 9\
**Last updated:** [May 23, 2026, 9:16pm UTC](https://forums.unrealengine.com/t/ue4-17-retainer-box-is-washing-colors/405296 "2026-05-23T21:16:20Z")

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Hello, I have the problem that when I am using custom drawer: FSlateDrawElement::MakeCustom(OutDrawElements, TopLayer, Drawer); and placing widget inside RetainerBox results that widget has washed colors. The only…

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## [GetSlatePost, is not working on unreal 5.7?](https://forums.unrealengine.com/t/getslatepost-is-not-working-on-unreal-5-7/2720742)

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**Author:** [@Lamaral14](https://forums.unrealengine.com/u/Lamaral14)\
**Replies:** 0\
**Last updated:** [May 8, 2026, 4:19am UTC](https://forums.unrealengine.com/t/getslatepost-is-not-working-on-unreal-5-7/2720742 "2026-05-08T04:19:40Z")

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In 5.6 i have this really simple material that captures the screen: Then i use that material in a widget on an image inside a retainer: This works just fine in 5.6 but when i try to do it in 5.7 i just get a blac…

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## ["Size Boxes use multiple passes to calculate their size and render themselves." - Is this actually true?](https://forums.unrealengine.com/t/size-boxes-use-multiple-passes-to-calculate-their-size-and-render-themselves-is-this-actually-true/2716921)

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**Author:** [@Switchback\_Stu](https://forums.unrealengine.com/u/Switchback_Stu)\
**Replies:** 0\
**Last updated:** [April 20, 2026, 11:56pm UTC](https://forums.unrealengine.com/t/size-boxes-use-multiple-passes-to-calculate-their-size-and-render-themselves-is-this-actually-true/2716921 "2026-04-20T23:56:15Z")

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According to Unreal’s documentation, size boxes are bad for performance because they require multiple passes. However, if you actually look at the code in SBox.cpp, this doesn’t seem to be true at all? Desired size is …

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## [Imported font vertical alignment issues](https://forums.unrealengine.com/t/imported-font-vertical-alignment-issues/318280)

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**Author:** [@Ben.Driehuis](https://forums.unrealengine.com/u/Ben.Driehuis)\
**Replies:** 7\
**Last updated:** [March 24, 2026, 4:56pm UTC](https://forums.unrealengine.com/t/imported-font-vertical-alignment-issues/318280 "2026-03-24T16:56:11Z")

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Hi there, We have a font in our game which does not seem to be importing correctly. In UMG when we use font, it is never centered vertically correctly and seems to be drawn one pixel above text box start. Here is an ex…

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## [Slate: Passing data between SCompoundWidget and/or IModuleInterface](https://forums.unrealengine.com/t/slate-passing-data-between-scompoundwidget-and-or-imoduleinterface/2706972)

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**Author:** [@Phytorian040](https://forums.unrealengine.com/u/Phytorian040)\
**Replies:** 0\
**Last updated:** [March 18, 2026, 8:50am UTC](https://forums.unrealengine.com/t/slate-passing-data-between-scompoundwidget-and-or-imoduleinterface/2706972 "2026-03-18T08:50:04Z")

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Hey, I’m really lost right now in Slate. I’m trying to pass FText from a SCompoundWidget class, called SScanner to another SCompoundWidget, called SLogOutput. Both are part of an editor tool, which inherits from IModule…

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## [~\*~ Senior UE Developer & Creator ~\*~ Shipped Titles on Steam, EGS | 18 years Experience | Former Epic Games C++ Contractor](https://forums.unrealengine.com/t/senior-ue-developer-creator-shipped-titles-on-steam-egs-18-years-experience-former-epic-games-c-contractor/2575337)

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**Author:** [@VSZ](https://forums.unrealengine.com/u/VSZ)\
**Replies:** 5\
**Last updated:** [February 20, 2026, 8:00pm UTC](https://forums.unrealengine.com/t/senior-ue-developer-creator-shipped-titles-on-steam-egs-18-years-experience-former-epic-games-c-contractor/2575337 "2026-02-20T20:00:27Z")

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Greetings! I’m a Senior Unreal Engine Developer with shipped titles and a former Epic Games C++ Contractor with industry experience across Games, Editor Tooling and Virtual Production. For Indies: I can quickly create …

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## [Slate UI - How can I disable anti-aliasing on fonts?](https://forums.unrealengine.com/t/slate-ui-how-can-i-disable-anti-aliasing-on-fonts/308516)

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**Author:** [@Alex444](https://forums.unrealengine.com/u/Alex444)\
**Replies:** 14\
**Last updated:** [February 13, 2026, 4:52pm UTC](https://forums.unrealengine.com/t/slate-ui-how-can-i-disable-anti-aliasing-on-fonts/308516 "2026-02-13T16:52:00Z")

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Myself and a small handfull of people find anti-aliased font to look blury, strain our eyes and are hard to read for long periods of time. It is very frustrating. The unreal editor (Slate UI) renders fonts anti-aliased …

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## [Enhanced Input plugin \> yes or no?](https://forums.unrealengine.com/t/enhanced-input-plugin-yes-or-no/759916)

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**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 34\
**Last updated:** [January 27, 2026, 4:50pm UTC](https://forums.unrealengine.com/t/enhanced-input-plugin-yes-or-no/759916 "2026-01-27T16:50:59Z")

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First off, I am quite glad that both the input and the UI system are getting more attention lately both in the engine and through plugins. Regardless of my own opinions about the plugins I am quite curious if Enhanced I…

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## [Button OnPressed delegate triggered twice when dynamically constructed](https://forums.unrealengine.com/t/button-onpressed-delegate-triggered-twice-when-dynamically-constructed/2689888)

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**Author:** [@Kotaru\_1](https://forums.unrealengine.com/u/Kotaru_1)\
**Replies:** 5\
**Last updated:** [January 7, 2026, 4:26am UTC](https://forums.unrealengine.com/t/button-onpressed-delegate-triggered-twice-when-dynamically-constructed/2689888 "2026-01-07T04:26:44Z")

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So I have a UUserWidget derived class in c++ that contains a UButton derived class. Within this UButton derived class, I also replaced RebuildWidget with the construction and assignment of my own SButton subclass, which …

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## [Slate inheritence: How?](https://forums.unrealengine.com/t/slate-inheritence-how/2688829)

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**Author:** [@Kotaru\_1](https://forums.unrealengine.com/u/Kotaru_1)\
**Replies:** 1\
**Last updated:** [December 31, 2025, 10:31pm UTC](https://forums.unrealengine.com/t/slate-inheritence-how/2688829 "2025-12-31T22:31:43Z")

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Okay I’m trying to inherit from SButton and UButton, but for the life of me cannot figure out how to inherit the slate properties to be accessible in the subclass’ FArguments. Some in Engine examples seem to pull it off …

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## [Slate ActorComponent Picker ComboBox (for Components on Current Actor)](https://forums.unrealengine.com/t/slate-actorcomponent-picker-combobox-for-components-on-current-actor/2682523)

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**Author:** [@gardian206](https://forums.unrealengine.com/u/gardian206)\
**Replies:** 4\
**Last updated:** [December 16, 2025, 5:47pm UTC](https://forums.unrealengine.com/t/slate-actorcomponent-picker-combobox-for-components-on-current-actor/2682523 "2025-12-16T17:47:45Z")

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I am attempting to create an editor widget for ActorComponents on the current Actor, and am getting mostly there. in the EditorModule.Build.cs: {“Core”, “CoreUObject”, “Engine”, “Slate”, “SlateCore”, “PropertyEditor”} …

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## [Invalidation Box Use](https://forums.unrealengine.com/t/invalidation-box-use/2683518)

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**Author:** [@NaiKo1511](https://forums.unrealengine.com/u/NaiKo1511)\
**Replies:** 1\
**Last updated:** [December 10, 2025, 7:05am UTC](https://forums.unrealengine.com/t/invalidation-box-use/2683518 "2025-12-10T07:05:50Z")

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Hello, If i add an Invalidation Box at the top of the hierarchy on my widgets that update very infrequently, will I get a performance boost just by doing that? Or do I also need to call something?

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## [Free plugins! Ferrefy](https://forums.unrealengine.com/t/free-plugins-ferrefy/2598787)

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**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 2\
**Last updated:** [November 19, 2025, 5:02pm UTC](https://forums.unrealengine.com/t/free-plugins-ferrefy/2598787 "2025-11-19T17:02:20Z")

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Hello developers I am publishing professional Unreal Engine plugins for free on GitHub: \\ \\ Find more plugins I share more essential tools, features, parts for your project on FAB: https://www.fab.com/sellers/Ferr…

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## [Can't input after opening from another level?](https://forums.unrealengine.com/t/cant-input-after-opening-from-another-level/314440)

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**Author:** [@Oscar\_Cooke-Abbott](https://forums.unrealengine.com/u/Oscar_Cooke-Abbott)\
**Replies:** 3\
**Last updated:** [November 8, 2025, 2:28pm UTC](https://forums.unrealengine.com/t/cant-input-after-opening-from-another-level/314440 "2025-11-08T14:28:28Z")

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I have just encountered this problem, which I have never gotten before when using this exact method. When I open a level from a UMG widget I cannot input anything, not in the level, and not the editor controls either, (…

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## [Why shouldn't I inherit from SWindow? ](https://forums.unrealengine.com/t/why-shouldnt-i-inherit-from-swindow/2667653)

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**Author:** [@holly.savin](https://forums.unrealengine.com/u/holly.savin)\
**Replies:** 0\
**Last updated:** [October 22, 2025, 2:51pm UTC](https://forums.unrealengine.com/t/why-shouldnt-i-inherit-from-swindow/2667653 "2025-10-22T14:51:50Z")

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I’ve seen some advice to avoid inheriting from SWindow and I did have issues when trying to set up a custom class that does. I’m happy with the conclusion to avoid doing so and have since developed another solution. I w…

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## [SlateThemeManager startup issue and preprocessor ALLOW\_THEMES is not disabling all code paths](https://forums.unrealengine.com/t/slatethememanager-startup-issue-and-preprocessor-allow-themes-is-not-disabling-all-code-paths/2664920)

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**Author:** [@Kirsten](https://forums.unrealengine.com/u/Kirsten)\
**Replies:** 1\
**Last updated:** [October 13, 2025, 6:16pm UTC](https://forums.unrealengine.com/t/slatethememanager-startup-issue-and-preprocessor-allow-themes-is-not-disabling-all-code-paths/2664920 "2025-10-13T18:16:49Z")

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We are seeing this message when starting the editor with 5.6.1 LogObj: Display: Attempting to load config data for Default\_\_SlateThemeManager before the Class has been constructed/registered/linked (likely during module…

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## [How can I draw a filled triangle in Slate?](https://forums.unrealengine.com/t/how-can-i-draw-a-filled-triangle-in-slate/279959)

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**Author:** [@anonymous\_user\_cebf9e9e](https://forums.unrealengine.com/u/anonymous_user_cebf9e9e)\
**Replies:** 5\
**Last updated:** [September 4, 2025, 1:28pm UTC](https://forums.unrealengine.com/t/how-can-i-draw-a-filled-triangle-in-slate/279959 "2025-09-04T13:28:23Z")

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I need to draw a filled triangle in the HUD. How can I do this without using a FSlateBrush?

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## [UMG/Slate Touch input passthrough](https://forums.unrealengine.com/t/umg-slate-touch-input-passthrough/1436942)

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**Author:** [@MadJack\_OP](https://forums.unrealengine.com/u/MadJack_OP)\
**Replies:** 1\
**Last updated:** [August 26, 2025, 3:40pm UTC](https://forums.unrealengine.com/t/umg-slate-touch-input-passthrough/1436942 "2025-08-26T15:40:21Z")

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How to achieve a button that can pass though and do two touch simultaneously? For example fire button pressed and at the same time look the camera? I’ve try CommonButtonBase but its not working.

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## [Why are popup menu animations disabled in FSlateApplication even though this is a thing?](https://forums.unrealengine.com/t/why-are-popup-menu-animations-disabled-in-fslateapplication-even-though-this-is-a-thing/2608411)

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**Author:** [@STRiFE.x](https://forums.unrealengine.com/u/STRiFE.x)\
**Replies:** 3\
**Last updated:** [July 18, 2025, 7:11am UTC](https://forums.unrealengine.com/t/why-are-popup-menu-animations-disabled-in-fslateapplication-even-though-this-is-a-thing/2608411 "2025-07-18T07:11:59Z")

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I’m so confused by this. When pushing (opening) an IMenu in Slate, an open animation can be specified. This is true in editor as well, all popup menus could have slick open animations. But they don’t, because “bMenuAnima…

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## [Editable text: how to get the current caret position?](https://forums.unrealengine.com/t/editable-text-how-to-get-the-current-caret-position/415513)

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**Author:** [@anonymous\_user\_ccf720dd](https://forums.unrealengine.com/u/anonymous_user_ccf720dd)\
**Replies:** 7\
**Last updated:** [July 16, 2025, 8:12am UTC](https://forums.unrealengine.com/t/editable-text-how-to-get-the-current-caret-position/415513 "2025-07-16T08:12:20Z")

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Hi, Do you know whether threre is any reasonable way of getting the current caret position when positioned in an Editable Text? I mean, which character is it next to. It would be fine if there’s a way to do it that work…

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## [FSlateDrawElement::MakeText drawing to same layer](https://forums.unrealengine.com/t/fslatedrawelement-maketext-drawing-to-same-layer/2600036)

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**Author:** [@hardingnick001](https://forums.unrealengine.com/u/hardingnick001)\
**Replies:** 0\
**Last updated:** [July 10, 2025, 9:20pm UTC](https://forums.unrealengine.com/t/fslatedrawelement-maketext-drawing-to-same-layer/2600036 "2025-07-10T21:20:58Z")

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I am making a custom widget and part of it is using the API FSlateDrawElement::MakeText, however when I pass in different layer values all the text appears to be rendered on the same layer? Is this a bug or am I missing …

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## [Creating a Web Browser in a Custom Slate Tab](https://forums.unrealengine.com/t/creating-a-web-browser-in-a-custom-slate-tab/583968)

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**Author:** [@Neuffexx](https://forums.unrealengine.com/u/Neuffexx)\
**Replies:** 6\
**Last updated:** [July 9, 2025, 10:11pm UTC](https://forums.unrealengine.com/t/creating-a-web-browser-in-a-custom-slate-tab/583968 "2025-07-09T22:11:11Z")

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Hey, I’ve been trying extend the Editor to allow me to create a Tab which holds a Web Browser, like this example from the SlateViewer.exe TestSuite1 : I have no problem creating the tab. However, when I try to use…

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## [Widget input: It SMELLS](https://forums.unrealengine.com/t/widget-input-it-smells/784112)

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**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 17\
**Last updated:** [July 9, 2025, 7:10pm UTC](https://forums.unrealengine.com/t/widget-input-it-smells/784112 "2025-07-09T19:10:16Z")

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In short UUserWidget comes with a ton of methods which are called when a key is pressed: virtual FReply NativeOnKeyChar( const FGeometry& InGeometry, const FCharacterEvent& InCharEvent ); virtual FReply NativeOnPrevie…

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