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Why is "UUserWidget is not a type name" when I try to declare the variable?

Every where Ive looked has told me to declare it like so:

 UUserWidget* MyMainMenu;

But when I do I get an Intellisense error stating "UUserWidget is not a type name"

If I declare it like so:

 class UUserWidget MyMainMenu;

It suddenly becomes fine with UUserWidget, but instead flags MyMainMenu with "incomplete type is not allowed"

How do I properly declare a UUserWidget ?

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asked Mar 22 '15 at 06:39 PM in C++ Programming

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2 answers: sort voted first

Hi Erdrik,

At first I though it was a simple "did you include UserWidget.h but it's not only that.

the fix is quick though, just add UMG to the build dependencies and add a few header to your project.

Here's the tutorial that will give you the correct ones, just tried it and got it to work withing 2 minutes


  • Marc


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answered Mar 22 '15 at 07:26 PM

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avatar image MarcAndreG Mar 22 '15 at 07:32 PM

BTW, you just need step 1 and 2, and then #include "Blueprint/UserWidget.h" where you want to use UUserWidget* myWidget;

avatar image Erdrik Mar 22 '15 at 09:28 PM

I already have both the dependency entries and the includes, and tried to follow that tutorial.

I can not get to step four.

I did just notice another error tho:

 #include "Blueprint/UserWidget.h"

is throwing: cannot open source file "Blueprint/UserWidget.h"

avatar image ZkarmaKun Mar 22 '15 at 11:02 PM

include the full path my friend: #include "Runtime/UMG/Public/Blueprint/UserWidget.h"

avatar image Erdrik Mar 23 '15 at 05:06 AM

That is the full path for the include in 'MyProjectName.h'(which I have in place already)

I was refering to the include in the created widget header.(InventoryWidget in the tutorial IIRC)

In the tutorial InventoryWidget's include reads:

 #include "Blueprint/UserWidget.h"

I Tried your suggestion anyway, and all it did was move the error to:

 #include "InventoryWidget.generated.h"

avatar image MarcAndreG Mar 23 '15 at 11:08 AM

You would never need to copy paste this one (InventoryWidget.generated.h) Its either automatically added for you if that's the name of your class, or you don't need it.

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Bit of a late reply but I ran into this problem.. Needed to add UMG, Slate and SlateCore to the public dependencies in the build file, check out: https://wiki.unrealengine.com/UMG,_Referencing_UMG_Widgets_in_Code

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answered Mar 20 '17 at 01:40 AM

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