Construction scripts for UMG widgets?

Is it possible to create custom UMG widgets with some kind of construction script? For example I make a right click menu “template” and one of the variables is how many buttons I want in the menu.

I’ve tried to use the Event Construct-node as its description sounds like the blueprints construction script but not even a simple thing as changing a pre-existing buttons scale results in anything.

HI looper,

This is in our system as UE-17165.

Sorry to resurrect an old thread. Is there any progress on this? I’m running 4.11 and it seems it hasn’t been added yet.

Hi ,

This feature is still under assessment by the development staff. Unfortunately I do not have a timeframe of when it will be considered for implementation.

I can’t find UE-17165 in the issues tracker (https://issues.unrealengine.com/).

I think this issue is quite important, simply because they allow you to create complex custom widgets that you can preview in the editor, which makes using UMG a lot easier and more flexible.

Without it, you can only see your generated widgets when actually running the game, which can be a serious slowdown when creating and fine-tuning your UI.

HI ,

Unfortunately, UE-17165 contains sensitive information, so we are unable to post this on the public site. I have, however, made an internal note on it that additional developers are requesting this functionality.

I was just about to make a new post about this, begging and grovelling for some way to update customized widgets in the editor (like a construction script). Since the issue isn’t available publicly, please consider this another vote! This would be amazing.

I would also love to have a construction script for widgets.

The only way I found to create some kind of templates (button for instance), is to create a widget containing only that and place it in my other widgets. But without construction script I can’t see my customization per buttons.

I would also love a construction script in UMG, I have created a lot of widgets but I can only see the customization by opening the game.

Another vote here. We would really like the ability to see UMG changes in the designer without those changes just being property defaults. For example, property bindings.

Another vote from me. A way to have nested widgets render themselves based on their defaults in the UMG editor would make stuff a lot clearer

I’ve always wanted this. It’s almost essential, IMHO

Hello supermtf20,

I have provided a link to the public tracker please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-17165)

Make it a great day

4.16 now has construction events ((Event Pre Construct in the widget’s Event Graph) that we can use, awesome news!

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