Transform/Vector variables in components don't show 3d widget

If I make an actor blueprint and add a Vector or Transform variable, make it editable, and check the “Show 3D widget” option, then a 3d widget will appear in the viewport allowing an artist to intuitively set the value of a transform or vector. This is awesome and we are using this heavily.

however I just discovered that this same feature does not work in blueprints that are actor components. The variable’s widgets do not show up. This is a huge problem for us :frowning:

I havent used 3d widgets but do you have context sensitive checked on when you add a new blueprint node? that could be why you dont see them

Thanks for the reply but I think you are misunderstanding. This has nothing to do with the context sensitive option or with placing blueprint nodes.

Variables in blueprint of the type Vector and Transform can have an option set that makes them show up in the editor 3d view as a manipulable widget. This allows the artist who is using the blueprint to visually drag and move the transform using the standard position/rotation/scale controls to manipulate the underlying values of the variable, as opposed to simply typing in numbers directly.

This works fine on actors, but not on components.

Hi,

I was able to reproduce this and have entered a bug report, UE-19733, to be assessed by the development staff.

Thanks . I will attach that to my internal issue. Is there a way for me to track this?

At present we do not have a public bug tracker. If you would like an update, please post here and I’ll provide the status.

Hi I just wanted to check in on this. Any chance it might be an easy fix and show up in 4.9? It is pretty important to us.

Hi,

Unfortunately this has not been resolved as of yet and I do not have a timeframe of when it will be addressed. It turns out this is a duplicate of another bug, UE-13384. I’ve updated the bug in our system to reflect that additional developers are experiencing this.

Hi ,

Just wanted to check in on this one :slight_smile:

Thanks!

Hi,

This bug is still under assessment. There is sadly no update to the timeframe of when it will be addressed.

+1, same problem here. Any news on this?

Hi ,

This bug is still under assessment by the development staff. Unfortunately, I do not have a timeframe of when a fix will be implemented as our resources are currently dedicated elsewhere.

Any update on this in the year of our goldblum 2017

Hello ,

This issue was closed as a duplicate. I have provided a like to the public tracker of the issue that it was declared a duplicate of. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-13384)

Make it a great day

That issue seems different. One is a problem with them just being in the wrong spot the other is an issue with them not even appearing.

Then again it looks like neither one is actually being fixed so what does it matter,

We’re running into this issue as well, and it doesn’t seem to be duplicated exactly by the UE-13384 issue. Would be awesome to get a fix because, as is, our artists use the blueprints as actors, transform the widgets and then manually copy the values back into the blueprint. This is removing a lot of the convenience of having the feature in the first place!

Thanks,

Andddd 5 years later this is still an issue. Anyone know of any workarounds for this?

Same boat, same question

This bug seems to persist even in Unreal 5.1 :confused:

It doesn’t even work on actors for me. The widget shows up when the actor is in world but not in the viewport. This feature would be incredibly useful I’m surprised it’s been left to wallow for 8 years?