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Pablo Rodriguez

Umg System Overview

Unreal Motion Graphics (UMG) is Unreal Engine’s user interface system. This module covers the basic components used to create many different types of user interface designs. These components are the core to creating functional user interface.

We will also review ways to prototype designs before implementation with the purpose to solve problems before they occur. This design phase helps thoughtfully think through designs, construction, and implementation for future interface work.

To create a widget:

  1. Right-click the Content Browser
  2. Scroll down to User Interface category
  3. Choose Widget Blueprint
  4. Click the User Widget button

When opening a widget, you’ll be placed on the Designer tab with several key areas:

Viewport Controls

Top right: Display options and grid snapping controls for precise positioning and alignment

Widget Palette

Top left: All standard user interface components listed under categories, plus custom widgets you create

Details Panel

Right side: Options for alignment, style, color, and many other component-specific settings

  • Add widgets: Drag and drop components from the palette onto the designer graph
  • Component events: Scroll to bottom of details panel to find events for each UI component
  • Event creation: Click the plus sign to create events on the event graph where you write code

Pre-construct Event:

  • Allows you to alter the UI in the editor through public variables
  • Very helpful with modular design and creating tools
  • Example: Create a boolean and click “Instance Editable” - when using this widget, you can check it on/off to show or hide text or images

Event Construct:

  • Activated the moment this particular widget is created during gameplay
  • Used for initialization that happens at runtime

Event Tick:

  • Self-explanatory - activates every tick
  • Use sparingly for performance reasons

Like any other blueprint, widgets support:

  • Variables: Store data specific to the widget
  • Functions: Create reusable code blocks
  • Overrides: More advanced functionality for inheritance
  • Interfaces: Add through Class Settings for communication between blueprints

This covers the fundamental basics of Unreal Engine widgets and the UMG system structure.