# \#Widget

**URL:** https://forums.unrealengine.com/tag/widget/1723.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [Rounded blur backgrounds not working on widgets](https://forums.unrealengine.com/t/rounded-blur-backgrounds-not-working-on-widgets/2853361)

<div class="topic-metadata">

**Author:** [@Miguel1900](https://forums.unrealengine.com/u/Miguel1900)\
**Replies:** 0\
**Last updated:** [November 10, 2026, 2:30pm UTC](https://forums.unrealengine.com/t/rounded-blur-backgrounds-not-working-on-widgets/2853361 "2026-11-10T14:30:11Z")

</div>

Summary Reported moths ago, but ignored. If you create a widget with a Blur Background element, it won’t be visible if Corner Radius are higher than 0. Reproduction project: https://drive.google.com/file/d/15t-XMwn6KVT…

---

## [Create widget in pure C++](https://forums.unrealengine.com/t/create-widget-in-pure-c/367306)

<div class="topic-metadata">

**Author:** [@Pelangi](https://forums.unrealengine.com/u/Pelangi)\
**Replies:** 42\
**Last updated:** [November 10, 2026, 10:10am UTC](https://forums.unrealengine.com/t/create-widget-in-pure-c/367306 "2026-11-10T10:10:04Z")

</div>

I have read several links regarding creation of widgets in C++. One of them is this: Unfortunately that was in 2014. It’s 2 years from then. So I assume, UE is much better and support many more libraries. So with UI 4…

---

## [\[43.00\] (Random?) Adding an event to a widget fails, errors out and breaks that UMG forever](https://forums.unrealengine.com/t/43-00-random-adding-an-event-to-a-widget-fails-errors-out-and-breaks-that-umg-forever/2851792)

<div class="topic-metadata">

**Author:** [@Christoufu](https://forums.unrealengine.com/u/Christoufu)\
**Replies:** 0\
**Last updated:** [November 7, 2026, 4:03am UTC](https://forums.unrealengine.com/t/43-00-random-adding-an-event-to-a-widget-fails-errors-out-and-breaks-that-umg-forever/2851792 "2026-11-07T04:03:58Z")

</div>

Summary I got to a weird state where I could not add any new event into a UMG I could add standard vars (bool) with no error, but whenever I added an event, UMG would fail compile and I would get those: LogBlueprint: C…

---

## [UMG typewriter effect with pauses and wait-for-input (Blueprint)](https://forums.unrealengine.com/t/umg-typewriter-effect-with-pauses-and-wait-for-input-blueprint/2847160)

<div class="topic-metadata">

**Author:** [@BWGGames](https://forums.unrealengine.com/u/BWGGames)\
**Replies:** 0\
**Last updated:** [October 30, 2026, 2:55pm UTC](https://forums.unrealengine.com/t/umg-typewriter-effect-with-pauses-and-wait-for-input-blueprint/2847160 "2026-10-30T14:55:06Z")

</div>

The usual Blueprint typewriter is a timer that adds one character to a string and calls Set Text. It works until you add dialogue features. The problems and fixes: Words jump lines. Line breaks are computed on the part…

---

## [Widget is not creating an input component.](https://forums.unrealengine.com/t/widget-is-not-creating-an-input-component/2847075)

<div class="topic-metadata">

**Author:** [@Lardo\_Deepdelver](https://forums.unrealengine.com/u/Lardo_Deepdelver)\
**Replies:** 0\
**Last updated:** [October 30, 2026, 8:36am UTC](https://forums.unrealengine.com/t/widget-is-not-creating-an-input-component/2847075 "2026-10-30T08:36:35Z")

</div>

Summary I’m using enhanced input in C++ to control my widget. To enable auto register for that widget I’m setting bAutomaticallyRegisterInputOnConstruction to true in the constructor but this gets overridden during blue…

---

## [Unreal Engine 6 UI Concept](https://forums.unrealengine.com/t/unreal-engine-6-ui-concept/1227288)

<div class="topic-metadata">

**Author:** [@sparkles\_dev](https://forums.unrealengine.com/u/sparkles_dev)\
**Replies:** 2\
**Last updated:** [October 30, 2026, 12:40am UTC](https://forums.unrealengine.com/t/unreal-engine-6-ui-concept/1227288 "2026-10-30T00:40:07Z")

</div>

I made a UI concept for Unreal Engine 6.

---

## [Character Picker/widget, custom keybinds in Sequencer ](https://forums.unrealengine.com/t/character-picker-widget-custom-keybinds-in-sequencer/2388925)

<div class="topic-metadata">

**Author:** [@ababab678](https://forums.unrealengine.com/u/ababab678)\
**Replies:** 1\
**Last updated:** [October 29, 2026, 6:11pm UTC](https://forums.unrealengine.com/t/character-picker-widget-custom-keybinds-in-sequencer/2388925 "2026-10-29T18:11:49Z")

</div>

Hello, I would like to know how to implement keybindings for sequencer tools, specifically the MetaHuman’s Character picker Utility widget. The example here is for when the head button is clicked, and the idea behind my …

---

## [Advanced Game Logging (GLS) UE5 plugin](https://forums.unrealengine.com/t/advanced-game-logging-gls-ue5-plugin/2441383)

<div class="topic-metadata">

**Author:** [@FergiusTerro](https://forums.unrealengine.com/u/FergiusTerro)\
**Replies:** 14\
**Last updated:** [October 26, 2026, 5:03pm UTC](https://forums.unrealengine.com/t/advanced-game-logging-gls-ue5-plugin/2441383 "2026-10-26T17:03:28Z")

</div>

The Advanced Game Logging (GLS) is a must-have Unreal Engine 5 plugin for real-time log management in shipping builds, specifically tailored for desktop, mobile and console platforms. GLS streamlines debugging and testi…

---

## [\[FOR HIRE\] Sunny \[Remote/Contract/Onsite\]](https://forums.unrealengine.com/t/for-hire-sunny-remote-contract-onsite/2077367)

<div class="topic-metadata">

**Author:** [@Sab\_Rango](https://forums.unrealengine.com/u/Sab_Rango)\
**Replies:** 13\
**Last updated:** [October 23, 2026, 11:22pm UTC](https://forums.unrealengine.com/t/for-hire-sunny-remote-contract-onsite/2077367 "2026-10-23T23:22:18Z")

</div>

:video\_game:Sunny \*\* Gameplay Engineering & Technical Animation\*\* Location: Warsaw, Poland Hello My name is Sunnatulla Esanov . With over 7+ years of experience, I specialize in building immersive VR/PC experiences, a…

---

## [3D UMG widget looks washed out](https://forums.unrealengine.com/t/3d-umg-widget-looks-washed-out/362624)

<div class="topic-metadata">

**Author:** [@plato.manchi](https://forums.unrealengine.com/u/plato.manchi)\
**Replies:** 9\
**Last updated:** [October 23, 2026, 12:39pm UTC](https://forums.unrealengine.com/t/3d-umg-widget-looks-washed-out/362624 "2026-10-23T12:39:07Z")

</div>

I created a 3D widget and placed it on the level. I disabled all the post processing in the editor. Yet the 3D widget’s color looks washed out compared to adding the same widget directly to viewport. This is how it look…

---

## [3D Widget glowing in a dark map](https://forums.unrealengine.com/t/3d-widget-glowing-in-a-dark-map/317581)

<div class="topic-metadata">

**Author:** [@Enol](https://forums.unrealengine.com/u/Enol)\
**Replies:** 8\
**Last updated:** [October 23, 2026, 12:38pm UTC](https://forums.unrealengine.com/t/3d-widget-glowing-in-a-dark-map/317581 "2026-10-23T12:38:23Z")

</div>

Hi, i’m trying to make a MainMenu with 3D Widgets but UMG images look to glow when they are rendered on a 3D Widget. I tried to change Lightmass settings but it’s still glowing. Button on UMG: Button on the 3D Widge…

---

## [Holding ALT to show mouse to interact with HUD without clicking button cancelling held ALT](https://forums.unrealengine.com/t/holding-alt-to-show-mouse-to-interact-with-hud-without-clicking-button-cancelling-held-alt/2727074)

<div class="topic-metadata">

**Author:** [@HawksHaloveil](https://forums.unrealengine.com/u/HawksHaloveil)\
**Replies:** 1\
**Last updated:** [October 22, 2026, 8:04am UTC](https://forums.unrealengine.com/t/holding-alt-to-show-mouse-to-interact-with-hud-without-clicking-button-cancelling-held-alt/2727074 "2026-10-22T08:04:26Z")

</div>

Hello I’ve got a slight issue with allowing players to use alt buttons to interact with the HUD. What I want is to be able to hold alt and then the mouse appears and the player can click buttons in the alt (like menu bu…

---

## [How to allow in VR, keyboard input?](https://forums.unrealengine.com/t/how-to-allow-in-vr-keyboard-input/768124)

<div class="topic-metadata">

**Author:** [@Irrbloss\_Cake](https://forums.unrealengine.com/u/Irrbloss_Cake)\
**Replies:** 2\
**Last updated:** [October 21, 2026, 9:21pm UTC](https://forums.unrealengine.com/t/how-to-allow-in-vr-keyboard-input/768124 "2026-10-21T21:21:14Z")

</div>

Hi! Im using VR-template i UE 5.0 and i want to allow the user to copy and paste into a widget with keyboard. I have a widget with a editable text that i want to allow the user to paste in a URL from a browser. But i…

---

## [Building an inactivity timer -- where is the mouse event handler?](https://forums.unrealengine.com/t/building-an-inactivity-timer-where-is-the-mouse-event-handler/835120)

<div class="topic-metadata">

**Author:** [@morphogen](https://forums.unrealengine.com/u/morphogen)\
**Replies:** 2\
**Last updated:** [October 21, 2026, 12:08pm UTC](https://forums.unrealengine.com/t/building-an-inactivity-timer-where-is-the-mouse-event-handler/835120 "2026-10-21T12:08:13Z")

</div>

I’m looking to build an inactivity timer that detects if someone hasn’t touched the application for a period of time (say, two minutes) – and if so, it will reset the state of the UI Widgets. I’ve read through documents…

---

## [How to add a World Object Reference to a function?](https://forums.unrealengine.com/t/how-to-add-a-world-object-reference-to-a-function/648847)

<div class="topic-metadata">

**Author:** [@The\_Hivelord1](https://forums.unrealengine.com/u/The_Hivelord1)\
**Replies:** 2\
**Last updated:** [October 16, 2026, 2:55pm UTC](https://forums.unrealengine.com/t/how-to-add-a-world-object-reference-to-a-function/648847 "2026-10-16T14:55:20Z")

</div>

I have a widget with buttons to select which level to load. As this is repetitive code I would like to use a function. This function needs a input parameter referencing the map object. From the Open Level (By Object Re…

---

## [UE 5.8.3 Mac M1 OnMouseButtonDown override returns nothing](https://forums.unrealengine.com/t/ue-5-8-3-mac-m1-onmousebuttondown-override-returns-nothing/2835419)

<div class="topic-metadata">

**Author:** [@thejturner](https://forums.unrealengine.com/u/thejturner)\
**Replies:** 1\
**Last updated:** [October 13, 2026, 1:45am UTC](https://forums.unrealengine.com/t/ue-5-8-3-mac-m1-onmousebuttondown-override-returns-nothing/2835419 "2026-10-13T01:45:43Z")

</div>

Summary “OnMouseButtonDown” override in a Widget Blueprint returns nothing on M1 macs. I haven’t tested every override, but so far I have no ability to register mouse clicks or hovers when I create a Widget BP, add it to…

---

## [Widget Blueprint function rename crashes editor with OldName/NewName != NAME\_None assertion](https://forums.unrealengine.com/t/widget-blueprint-function-rename-crashes-editor-with-oldname-newname-name-none-assertion/2769758)

<div class="topic-metadata">

**Author:** [@Chordily](https://forums.unrealengine.com/u/Chordily)\
**Replies:** 1\
**Last updated:** [October 8, 2026, 10:00pm UTC](https://forums.unrealengine.com/t/widget-blueprint-function-rename-crashes-editor-with-oldname-newname-name-none-assertion/2769758 "2026-10-08T22:00:20Z")

</div>

Summary While working in a Widget Blueprint, I encountered a reproducible crash related to Blueprint function naming. I created a function named AddConversationEntry. The function name initially displayed correctly, but …

---

## [Widget Animation Loop](https://forums.unrealengine.com/t/widget-animation-loop/2834739)

<div class="topic-metadata">

**Author:** [@AlferixStudios](https://forums.unrealengine.com/u/AlferixStudios)\
**Replies:** 1\
**Last updated:** [September 30, 2026, 5:20pm UTC](https://forums.unrealengine.com/t/widget-animation-loop/2834739 "2026-09-30T17:20:28Z")

</div>

So I have a system set up for my objectives that plays an animation through a widget to tell the player what the new objective is, and when it is completed. I’m currently stuck figuring out how to make it so that say an …

---

## [Image color change does not work when dragging.](https://forums.unrealengine.com/t/image-color-change-does-not-work-when-dragging/2833507)

<div class="topic-metadata">

**Author:** [@SemanticRain619](https://forums.unrealengine.com/u/SemanticRain619)\
**Replies:** 1\
**Last updated:** [September 24, 2026, 5:05pm UTC](https://forums.unrealengine.com/t/image-color-change-does-not-work-when-dragging/2833507 "2026-09-24T17:05:58Z")

</div>

I tried changing the color within the user widget inside OnDragDetected, but it isn’t working. It works when executed from other locations, but not when drag. Even though the changes to the SizeBox are working. Something…

---

## [How can I get the text on a disabled button to not be shaded?](https://forums.unrealengine.com/t/how-can-i-get-the-text-on-a-disabled-button-to-not-be-shaded/558101)

<div class="topic-metadata">

**Author:** [@DavidTveraas](https://forums.unrealengine.com/u/DavidTveraas)\
**Replies:** 3\
**Last updated:** [September 21, 2026, 5:13pm UTC](https://forums.unrealengine.com/t/how-can-i-get-the-text-on-a-disabled-button-to-not-be-shaded/558101 "2026-09-21T17:13:38Z")

</div>

I’m finding when I show a disabled button, there seems to be some override where the text on the button gets shaded no matter what color I set the colors to. Does anyone know a way I can have more control over this?

---

## [Display Selected answers in Psychological Quiz](https://forums.unrealengine.com/t/display-selected-answers-in-psychological-quiz/1057317)

<div class="topic-metadata">

**Author:** [@M.Xycor](https://forums.unrealengine.com/u/M.Xycor)\
**Replies:** 1\
**Last updated:** [September 19, 2026, 11:50am UTC](https://forums.unrealengine.com/t/display-selected-answers-in-psychological-quiz/1057317 "2026-09-19T11:50:56Z")

</div>

I am working on a Psychology Quiz Game where each question has 4 options to chose from. All the answers are correct as it’s a Psychology model. I somehow created a game and it works nicely, the only thing remain is to d…

---

## [Pulling Data from a Data Table to populate a quiz game...](https://forums.unrealengine.com/t/pulling-data-from-a-data-table-to-populate-a-quiz-game/489998)

<div class="topic-metadata">

**Author:** [@connorh777](https://forums.unrealengine.com/u/connorh777)\
**Replies:** 1\
**Last updated:** [September 18, 2026, 2:39pm UTC](https://forums.unrealengine.com/t/pulling-data-from-a-data-table-to-populate-a-quiz-game/489998 "2026-09-18T14:39:14Z")

</div>

I’ve been working on this as a project to learn the software, been working on this for weeks now and it’s driving me crazy. Referred to so many different tutorials but none seem to quite cover what I’m looking for… So I…

---

## [UI doesn't scale correctly when packaged](https://forums.unrealengine.com/t/ui-doesnt-scale-correctly-when-packaged/2810836)

<div class="topic-metadata">

**Author:** [@KMzuru](https://forums.unrealengine.com/u/KMzuru)\
**Replies:** 1\
**Last updated:** [September 18, 2026, 9:23am UTC](https://forums.unrealengine.com/t/ui-doesnt-scale-correctly-when-packaged/2810836 "2026-09-18T09:23:21Z")

</div>

I’m not sure what stupid setting I may have accidentally clicked on but for some reason on a packaged shipping build the UI doesn’t scale at all. It appears fine when at 1080p but not otherwise. I think this only starte…

---

## [SetMouseCursorWidget only works when I release mouse press](https://forums.unrealengine.com/t/setmousecursorwidget-only-works-when-i-release-mouse-press/2776064)

<div class="topic-metadata">

**Author:** [@Arwimiles](https://forums.unrealengine.com/u/Arwimiles)\
**Replies:** 8\
**Last updated:** [September 16, 2026, 4:10pm UTC](https://forums.unrealengine.com/t/setmousecursorwidget-only-works-when-i-release-mouse-press/2776064 "2026-09-16T16:10:28Z")

</div>

Hello! I’m working on drag and drop functionality for an inventory system. I want to SetMouseCursorWidget to the widget of an item if you’ve clicked it and dragged, however it instead just hides the cursor and only shows…

---

## [How to disable button hit detection for specific widgets inside a button?](https://forums.unrealengine.com/t/how-to-disable-button-hit-detection-for-specific-widgets-inside-a-button/2764618)

<div class="topic-metadata">

**Author:** [@SemanticRain619](https://forums.unrealengine.com/u/SemanticRain619)\
**Replies:** 2\
**Last updated:** [September 12, 2026, 1:00am UTC](https://forums.unrealengine.com/t/how-to-disable-button-hit-detection-for-specific-widgets-inside-a-button/2764618 "2026-09-12T01:00:55Z")

</div>

For certain reasons, I needed to include a VerticalBox inside a button. I want to create a nested structure where a button is placed inside another button, but no matter what I do, the parent button registers the interac…

---

## [\[Plugin\] UMG Cinematics. Add Widgets To Level Sequences](https://forums.unrealengine.com/t/plugin-umg-cinematics-add-widgets-to-level-sequences/1295535)

<div class="topic-metadata">

**Author:** [@Aubrey](https://forums.unrealengine.com/u/Aubrey)\
**Replies:** 14\
**Last updated:** [September 11, 2026, 12:53pm UTC](https://forums.unrealengine.com/t/plugin-umg-cinematics-add-widgets-to-level-sequences/1295535 "2026-09-11T12:53:42Z")

</div>

UMG Cinematics is plugin that allows you to add UMG Widgets Sections to level sequences. This means you can Create and Add Custom Fades between shots. Create Animated Transitions between shots. Add Text Or Title…

---

## [Render Opacity does not affect outlines](https://forums.unrealengine.com/t/render-opacity-does-not-affect-outlines/1247085)

<div class="topic-metadata">

**Author:** [@Idknoidealol](https://forums.unrealengine.com/u/Idknoidealol)\
**Replies:** 13\
**Last updated:** [September 10, 2026, 6:47pm UTC](https://forums.unrealengine.com/t/render-opacity-does-not-affect-outlines/1247085 "2026-09-10T18:47:58Z")

</div>

Hello, I’m trying to make a fade in/out animation for a button, using the Render Opacity property. But the button outline is not affected by the parameter at all.

---

## [Web Browser widget shows white page on Quest 2](https://forums.unrealengine.com/t/web-browser-widget-shows-white-page-on-quest-2/483648)

<div class="topic-metadata">

**Author:** [@lucota90](https://forums.unrealengine.com/u/lucota90)\
**Replies:** 2\
**Last updated:** [September 9, 2026, 6:17am UTC](https://forums.unrealengine.com/t/web-browser-widget-shows-white-page-on-quest-2/483648 "2026-09-09T06:17:45Z")

</div>

Web Browser widget shows white page on Quest 2 Reproduction steps: Create project for Oculus quest 2 Create widget with Browser widget in it (initial URL google.com) Create actor with widget component and set widget c…

---

## [Web Browser widget in 3D using WidgetComponent scales unexpectedly on Android](https://forums.unrealengine.com/t/web-browser-widget-in-3d-using-widgetcomponent-scales-unexpectedly-on-android/1848077)

<div class="topic-metadata">

**Author:** [@SunSamurai](https://forums.unrealengine.com/u/SunSamurai)\
**Replies:** 1\
**Last updated:** [September 9, 2026, 5:54am UTC](https://forums.unrealengine.com/t/web-browser-widget-in-3d-using-widgetcomponent-scales-unexpectedly-on-android/1848077 "2026-09-09T05:54:58Z")

</div>

When a web browser widget is displayed in 3d using an actor with widget component, the loaded content scales differently on editor and android. You can try to load following HTML to see the outcome: \<!DOCTYPE html\> \<htm…

---

## [Does WebBrowser Widget work on Oculus Quest 2 device (Android)](https://forums.unrealengine.com/t/does-webbrowser-widget-work-on-oculus-quest-2-device-android/482713)

<div class="topic-metadata">

**Author:** [@NER204](https://forums.unrealengine.com/u/NER204)\
**Replies:** 15\
**Last updated:** [September 9, 2026, 5:52am UTC](https://forums.unrealengine.com/t/does-webbrowser-widget-work-on-oculus-quest-2-device-android/482713 "2026-09-09T05:52:38Z")

</div>

I have actor with widget component and web browser user widget in my progect. Web browser widget perfectly works in play mode with Oculus Link , but after launching it to Oculus Quest 2 device, it shows me only black scr…

[Next page](https://forums.unrealengine.com/tag/widget/1723.md?match_all_tags=true&page=1&tags%5B%5D=Widget)
