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Changing ZOrder of Widget Component at runtime causes crash

If you change a widget component's ZOrder whilst the game is running it will crash the editor and game. Also there is no apparent way to change a component widget's ZOrder programically via blueprints... which seems like an oversight.

Product Version: UE 4.8
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asked Aug 24 '15 at 03:09 AM in Bug Reports

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MiDri
43 6 10 14

avatar image Rudy Q ♦♦ STAFF Aug 24 '15 at 03:50 PM

Hello MiDri,

Have you tried slotting the widget as a canvas and then setting the zorder for the widget? I have provided an example below. I hope that this information helps.

Example:

alt text

Make it a great day

setzorderhelp.png (34.1 kB)
avatar image MiDri Aug 24 '15 at 08:49 PM

That does not seem to have any effect on the the component widget's zorder in the world, it only seems to change the zorder of the widget in the component widget.

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2 answers: sort voted first

Hello MiDri,

I misread your post. I did not realize that you were using 3D Widgets. As to the issue dealing with layering. There is a feature request that has been sent to the developers for further consideration that deals with the layering for widgets. Thank you for your time and information.

Make it a great day

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answered Aug 25 '15 at 01:40 PM

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Rudy Q ♦♦ STAFF
47.5k 545 132 522

avatar image Motanum May 04 '18 at 05:19 PM

Any updates on this? The Rendering > Translucent Sort Priority doesn't seem to work too.

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The only work around I'm able to do is a little hacky, but remove from parent and then readd it back. This will change the Zorder.

So basically, I create an array, remove the widgets, sort them, then add it back to the viewport in proper sequence.

Its not ideal, but it works until a better solution is in place. =)

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answered Aug 24 '15 at 12:11 PM

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Devero
2.3k 114 61 233

avatar image Death wyrm Jan 23 '16 at 09:19 PM

How do you re-add a widget back to its parent?

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