Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Editor widget handles not visible in blueprint editor viewport

When making a component with variables like the one below the editor widget is only visible in the "main" viewport, not the blueprint editor viewport (so it can not be manipulated by dragging any more).

 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevatorProperties", Meta = (MakeEditWidget = true))
         FVector EndPoint;
Product Version: UE 4.8
more ▼

asked Jul 20 '15 at 07:50 AM in Bug Reports

avatar image

41 3 5 5

avatar image Doug E ♦♦ STAFF Jul 20 '15 at 05:48 PM

Hey r3jonwah85-

Could you elaborate on what exactly is happening? What class does the code you posted belong to? Exactly what behavior are you seeing? Can you post screenshots to show the difference in behavior between the main viewport and blueprint viewport?


Doug Wilson

avatar image r3jonwah85 Jul 20 '15 at 06:24 PM

Yeah sorry, I was a bit stressed when writing this post. Here is the header of a example class:

 #pragma once

 #include "Components/SceneComponent.h"
 #include "MySceneComponent.generated.h"
 UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
 class TEST_4_8_API UMySceneComponent : public USceneComponent
     // Sets default values for this component's properties
     // Called when the game starts
     virtual void BeginPlay() override;
     // Called every frame
     virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevatorProperties", Meta = (MakeEditWidget = true))
         FVector EndPoint = FVector::ZeroVector;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ElevatorProperties", Meta = (MakeEditWidget = true))
         FVector StartPoint = FVector::ZeroVector;

When added to a empty actor in the "world" viewport it works as expected, the widgets are shown and can be dragged. When adding the component to a blueprint class in the blueprint editor viewport the vectors are only editable through changing in the details tab and the widgets are not visible in the viewport.

This is what it looks like when the component is added to an instanced actor in the world viewport:

alt text

When added in the blueprint editor the widgets simply are not present (and hence only editable in details tab).

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey r3jonwah85-

This is actually the expected behavior. If you look at MakeEditWidget in ObjectBasse.h (also defined here) it says that the property is exposed in the viewport as a movable widget. In this case the viewport being referred to is the main viewport rather than the viewport of a blueprint that has had this component added to it.


Doug Wilson

more ▼

answered Jul 20 '15 at 06:41 PM

avatar image r3jonwah85 Jul 20 '15 at 08:24 PM

Thanks, now I know at least why it does not work. But the follow up question is then why? I only see benefits of keeping the same functionality between the two viewports.

avatar image Doug E ♦♦ STAFF Jul 27 '15 at 09:00 PM

I spoke with some of our engineers who agree that the inconsistency is an issue and entered a bug report for it. (UE-19243)

avatar image r3jonwah85 Jul 27 '15 at 09:21 PM

Thank you for your reply! I suspect things will change a bit over time as well with the future "Bluefabs" which is on the roadmap for the coming months. Will try to work around kinks like this meanwhile :)

avatar image mrooney Jan 13 '16 at 07:54 PM

Hi Doug, I was just wondering if there was any new info on this. I'm trying to make a new feature for our game, and this would be super useful. Just curious if this is being worked on or if there's any information that might help us implement it ourselves.

avatar image Doug E ♦♦ STAFF Jan 13 '16 at 09:02 PM

Hey Mrooney-

This report is still open in our system without an expected fix timeframe yet. If you are trying to do this in your project, it is possible to create the FVector with the MakeEditWidget specifier, the only issue is that the position of those FVectors can only be changed in the level editor rather than in the blueprint itself.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question