bShowWidgetsFromEngineContent
bShowWidgetsFromEngineContent
#Overview
name: bShowWidgetsFromEngineContent
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of bShowWidgetsFromEngineContent is to control the visibility of widgets from the engine content in the Unreal Motion Graphics (UMG) editor. It is a setting used in the UMG editor subsystem, which is part of Unreal Engine’s UI design tools.
This setting variable is primarily used in the UMG Editor module, specifically within the UMGEditor subsystem. It affects how widget classes are filtered and displayed in the UMG editor interface.
The value of this variable is set in the UMGEditorProjectSettings constructor, where it is initialized to false by default. It can be modified through the project settings interface, as it is marked with the UPROPERTY macro and the “config” specifier.
This variable interacts with other settings in the UMGEditorProjectSettings class, such as bShowWidgetsFromDeveloperContent. Together, these settings control which widget classes are available for use in the UMG editor.
Developers should be aware that when this variable is set to false, it will exclude all widget classes that are part of the engine content (i.e., those with paths starting with “/Engine”) from being displayed or used in the UMG editor. This can significantly affect the available widget options for designers and developers working on UI elements.
Best practices when using this variable include:
- Consider leaving it enabled (true) during development to have access to all engine-provided widgets, which can be useful for prototyping or learning the system.
- If disabling it, ensure that your project has all necessary custom widgets to replace the functionality of engine widgets you might need.
- Use this setting in conjunction with bShowWidgetsFromDeveloperContent to fine-tune the widget palette available to your team.
- Document any changes to this setting in your project guidelines to ensure all team members understand which widgets are available.
- Be cautious when changing this setting in an ongoing project, as it may affect existing UIs that rely on engine widgets.
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEditor.ini:656, section: [/Script/Blutility.EditorUtilityWidgetProjectSettings]
- INI Section:
/Script/Blutility.EditorUtilityWidgetProjectSettings
- Raw value:
True
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultEditor.ini:27, section: [/Script/UMGEditor.UMGEditorProjectSettings]
- INI Section:
/Script/UMGEditor.UMGEditorProjectSettings
- Raw value:
False
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UMGEditor/Private/Settings/UMGEditorProjectSettings.cpp:16
Scope (from outer to inner):
file
function UUMGEditorProjectSettings::UUMGEditorProjectSettings
Source code excerpt:
Version = 0;
CurrentVersion = 1;
bShowWidgetsFromEngineContent = false;
bShowWidgetsFromDeveloperContent = true;
bEnableMakeVariable = true;
bEnableWidgetAnimationEditor = true;
bEnablePaletteWindow = true;
bEnableLibraryWindow = true;
#Loc: <Workspace>/Engine/Source/Editor/UMGEditor/Private/WidgetBlueprintEditorUtils.cpp:2256
Scope (from outer to inner):
file
namespace UE::UMG::Private
function bool IsUsableWidgetClass
Source code excerpt:
// Excludes engine content if user sets it to false
if (!UMGEditorProjectSettings->bShowWidgetsFromEngineContent)
{
if (WidgetPathName.StartsWith(TEXT("/Engine")))
{
return false;
}
}
#Loc: <Workspace>/Engine/Source/Editor/UMGEditor/Public/WidgetEditingProjectSettings.h:140
Scope (from outer to inner):
file
class class UWidgetEditingProjectSettings : public UDeveloperSettings
Source code excerpt:
UPROPERTY(EditAnywhere, config, Category="Class Filtering")
bool bShowWidgetsFromEngineContent;
UPROPERTY(EditAnywhere, config, Category="Class Filtering")
bool bShowWidgetsFromDeveloperContent;
UPROPERTY(EditAnywhere, config, AdvancedDisplay, Category="Class Filtering")
TArray<FString> CategoriesToHide;