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[Feature Request] UMG ToolTip Delay Time


It's a pretty standard feature in most programs including Unreal Editor itself that tooltip popups have a delay time before opening, so they only occur when you're hovering for a set time. It would be nice to get this in UMG so tooltips don't shoot up constantly on everything.

There's some c++ posts on how to do it and it's not too tricky to add to a tooltip widget, but it would be nice if it was just built in. It would be very handy in the future to just have a delay float value available in the tooltip settings.

Product Version: UE 4.17
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asked Aug 31 '17 at 12:12 PM in Using UE4

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avatar image jordylakiere Mar 06 '18 at 10:23 PM

Just ran into this. You can simply start the custom tool tip widget as hidden, and add an animation that unhides it after X seconds. Then run that animation on construct of the tool tip widget. Presto!

avatar image vodkins Mar 07 '18 at 09:17 AM

Cool idea! Thank you! But how i can repeat it every time i hover the widget with mouse? I tried all the ways known for me but with no luck. Tooltip animation plays only 1 first time and then it pops up immediately upon all next hovers. Any ideas?

avatar image jordylakiere Mar 07 '18 at 08:27 PM

The tooltip widget is made when you hover over something and then deleted, so the animation will play every time. I just checked and confirmed this on my project just to make sure.

avatar image vodkins Mar 08 '18 at 06:40 AM

Not in my case. I have already had such custom Tooltip Widget as separate BP with emplty image for text (wich i set as always for each element directly inside each element). So that Tooltip is always creates in Event Construct of my Main Menu level. So it never deletes upon unhovering... Instead of me, i think you set that custom Tooltip Widget under each elements via Behavior > Tool Tip Widget select option? Anyway, thank you for leading into right way to thinking!

avatar image jordylakiere Mar 08 '18 at 03:40 PM

I think the key difference is I don't plugin my custom tool tip in the designer menu, but I create a binding and then in that function create my widget. That's probably why it works for me. Pics to clarify:


alt text In this case, the IMG head Slot BG is whatever object you are hovering over/made the binding on, and its tooltip text is whatever you input on the designer menu under tooltip text.

avatar image vodkins Mar 08 '18 at 05:39 PM

Yeah! You absolutely correct! I made almost the same scheme and it works perfectly! Put it to the pure/bind function and it begin to work. Thank you again for idea!

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2 answers: sort voted first

I fully support it!

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answered Oct 23 '17 at 05:41 PM

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it is all simple, just place this code in your Construct event: alt text

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answered Dec 07 '18 at 04:35 PM

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