git clone https://github.com/ComeOnOliver/skillshub
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/quodsoler/unreal-engine-skills/ue-ui-umg-slate" ~/.claude/skills/comeonoliver-skillshub-ue-ui-umg-slate && rm -rf "$T"
skills/quodsoler/unreal-engine-skills/ue-ui-umg-slate/SKILL.mdUE UI: UMG, Slate, and Common UI
You are an expert in Unreal Engine's UI systems (UMG, Slate, and Common UI).
Context Check
Read
.agents/ue-project-context.md to determine: which UI plugins are enabled (CommonUI, MVVM), target platforms (affects input method), whether this is multiplayer (widget ownership per player), and existing UI base class conventions.
Information Gathering
Before writing UI code, confirm: UI type (HUD, full-screen menu, modal, in-world WidgetComponent), input requirements (mouse, gamepad, keyboard), target platforms, and widget lifecycle (persistent, transient, or pooled).
1. UUserWidget in C++
// MyWidget.h UCLASS() class MYGAME_API UMyWidget : public UUserWidget { GENERATED_BODY() protected: virtual void NativeConstruct() override; // Bind delegates here — BindWidget refs valid virtual void NativeDestruct() override; virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override; }; // MyWidget.cpp void UMyWidget::NativeConstruct() { Super::NativeConstruct(); if (PlayButton) PlayButton->OnClicked.AddDynamic(this, &UMyWidget::HandlePlayClicked); }
Lifecycle and GC
// Creation — always pass the owning PlayerController for player-UI UMyWidget* Widget = CreateWidget<UMyWidget>(GetOwningPlayer(), MyWidgetClass); Widget->AddToViewport(0); // ZOrder: higher = on top. Roots the widget (won't GC). Widget->AddToPlayerScreen(0); // Split-screen: ties to a specific player's viewport region Widget->RemoveFromParent(); // Un-roots — may be GC'd if no UPROPERTY holds it. UPROPERTY() TObjectPtr<UMyWidget> CachedWidget; // Strong ref keeps alive after RemoveFromParent // Visibility Widget->SetVisibility(ESlateVisibility::Collapsed); // Not drawn, takes no space Widget->SetVisibility(ESlateVisibility::Hidden); // Not drawn, takes space Widget->SetVisibility(ESlateVisibility::Visible); // Drawn, receives input // HitTestInvisible: drawn, passes input through; SelfHitTestInvisible: children receive input
2. BindWidget Pattern
UCLASS() class MYGAME_API UMyWidget : public UUserWidget { GENERATED_BODY() protected: UPROPERTY(meta=(BindWidget)) // Required — compiler warning if absent in UMG BP TObjectPtr<UButton> PlayButton; UPROPERTY(meta=(BindWidgetOptional)) // Optional — always null-check before use TObjectPtr<UTextBlock> SubtitleText; UPROPERTY(meta=(BindWidgetAnim), Transient) // Transient is required for anim bindings TObjectPtr<UWidgetAnimation> IntroAnim; UPROPERTY(meta=(BindWidget)) TObjectPtr<UTextBlock> ScoreText; UPROPERTY(meta=(BindWidget)) TObjectPtr<UImage> PlayerAvatar; UPROPERTY(meta=(BindWidget)) TObjectPtr<UProgressBar> HealthBar; UPROPERTY(meta=(BindWidget)) TObjectPtr<UListView> ItemList; UPROPERTY(meta=(BindWidget)) TObjectPtr<UScrollBox> ContentScroll; // Scrollable container };
Name must match the UMG Blueprint widget name exactly (case-sensitive). Always null-check optional bindings.
3. Widget Interaction
UButton (Button.h)
// Delegates: OnClicked, OnPressed, OnReleased, OnHovered, OnUnhovered PlayButton->OnClicked.AddDynamic(this, &UMyWidget::HandlePlayClicked); PlayButton->OnHovered.AddDynamic(this, &UMyWidget::HandlePlayHovered); PlayButton->SetColorAndOpacity(FLinearColor(1.f, 0.8f, 0.f, 1.f)); PlayButton->SetIsEnabled(false); // UE5.2+: WidgetStyle, ColorAndOpacity, ClickMethod direct access deprecated — use setters
UTextBlock (TextBlock.h)
// SetText wipes any Blueprint binding on Text ScoreText->SetText(FText::Format(NSLOCTEXT("HUD", "ScoreFmt", "Score: {0}"), FText::AsNumber(Score))); ScoreText->SetColorAndOpacity(FSlateColor(FLinearColor::White)); ScoreText->SetTextTransformPolicy(ETextTransformPolicy::ToUpper); ScoreText->SetTextOverflowPolicy(ETextOverflowPolicy::Ellipsis);
UImage (Image.h)
PlayerAvatar->SetBrushFromTexture(AvatarTexture, /*bMatchSize=*/false); PlayerAvatar->SetBrushFromMaterial(IconMaterial); UMaterialInstanceDynamic* MID = PlayerAvatar->GetDynamicMaterial(); MID->SetScalarParameterValue(TEXT("Opacity"), 0.5f); PlayerAvatar->SetBrushFromSoftTexture(SoftTextureRef, false); // Async stream PlayerAvatar->SetColorAndOpacity(FLinearColor(1.f, 1.f, 1.f, 0.5f));
UProgressBar (ProgressBar.h)
HealthBar->SetPercent(CurrentHealth / MaxHealth); // 0.0–1.0 HealthBar->SetFillColorAndOpacity(FLinearColor(0.f, 1.f, 0.f, 1.f)); LoadingBar->SetIsMarquee(true); // Indeterminate animation
UScrollBox (ScrollBox.h)
UScrollBox is a BindWidget-compatible container for scrollable content. Supports vertical and horizontal scroll. Add child widgets in Blueprint; query or modify scroll offset in C++:
ContentScroll->ScrollToEnd(); ContentScroll->SetScrollOffset(0.f); ContentScroll->SetOrientation(Orient_Vertical); // default
UListView + UTileView + IUserObjectListEntry (ListView.h, TileView.h, IUserObjectListEntry.h)
UListView — virtualised vertical list. UTileView — same interface, displays items in a grid layout (set tile width/height in the widget Designer panel). Both use IUserObjectListEntry.
// Entry widget must implement the interface UCLASS() class UItemEntryWidget : public UUserWidget, public IUserObjectListEntry { GENERATED_BODY() UPROPERTY(meta=(BindWidget)) TObjectPtr<UTextBlock> NameText; protected: virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override { IUserObjectListEntry::NativeOnListItemObjectSet(ListItemObject); if (UItemData* Data = Cast<UItemData>(ListItemObject)) NameText->SetText(FText::FromString(Data->ItemName)); } }; // Populate ItemList->ClearListItems(); for (const FItemInfo& Info : Items) { UItemData* Data = NewObject<UItemData>(this); Data->ItemName = Info.Name; ItemList->AddItem(Data); } // Selection — NOTE: BP_OnItemClicked is Blueprint-only and private. // For C++: override NativeOnItemClicked in a UListView subclass, or bind // OnItemClickedInternal (protected delegate on UListViewBase). UItemData* Selected = ItemList->GetSelectedItem<UItemData>();
4. Input Mode Management
// UI-only — full-screen menus. Game input blocked. FInputModeUIOnly UIMode; UIMode.SetWidgetToFocus(Widget->TakeWidget()); GetOwningPlayer()->SetInputMode(UIMode); GetOwningPlayer()->SetShowMouseCursor(true); // Game-only — restore gameplay. GetOwningPlayer()->SetInputMode(FInputModeGameOnly()); GetOwningPlayer()->SetShowMouseCursor(false); // Game and UI — HUD tooltips, keeps game input active. FInputModeGameAndUI GameUIMode; GameUIMode.SetLockMouseToViewportBehavior(EMouseLockMode::LockOnCapture); GetOwningPlayer()->SetInputMode(GameUIMode); GetOwningPlayer()->SetShowMouseCursor(true);
Set input mode from calling code (HUD/GameMode) after
AddToViewport, not from NativeConstruct.
5. Common UI (Plugin)
See
references/common-ui-setup.md for full plugin setup, GameViewportClient config, and layer architecture. Enable CommonUI and CommonInput plugins. Set viewport client to UCommonGameViewportClient in Project Settings > Maps & Modes > Game Viewport Client Class. UCommonGameViewportClient detects input method changes (gamepad vs mouse vs touch) and broadcasts them via UCommonInputSubsystem — this drives automatic gamepad/keyboard navigation and button prompt switching.
UCommonActivatableWidget (CommonActivatableWidget.h)
UCLASS() class MYGAME_API UMyMenuScreen : public UCommonActivatableWidget { GENERATED_BODY() protected: virtual void NativeOnActivated() override; virtual void NativeOnDeactivated() override; virtual UWidget* NativeGetDesiredFocusTarget() const override { return CloseButton; } virtual TOptional<FUIInputConfig> GetDesiredInputConfig() const override { return FUIInputConfig(ECommonInputMode::Menu, EMouseCaptureMode::NoCapture); } UPROPERTY(meta=(BindWidget)) TObjectPtr<UCommonButtonBase> CloseButton; }; void UMyMenuScreen::NativeOnActivated() { Super::NativeOnActivated(); // Always call Super CloseButton->OnClicked().AddUObject(this, &UMyMenuScreen::DeactivateWidget); } void UMyMenuScreen::NativeOnDeactivated() { CloseButton->OnClicked().RemoveAll(this); Super::NativeOnDeactivated(); // Always call Super }
Widget Containers (CommonActivatableWidgetContainerBase.h)
UCommonActivatableWidgetContainerBase is the base class for Common UI widget containers. Two concrete subclasses:
— shows only the topmost widget; deactivating reveals the previous one (stack behaviour). This is the correct stack class — do NOT useUCommonActivatableWidgetStack
here, which inherits fromUCommonActivatableWidgetSwitcher
/UCommonAnimatedSwitcher
and is a different widget entirely.UWidgetSwitcher
— FIFO queue; displays widgets sequentially, advancing to the next when the current deactivates.UCommonActivatableWidgetQueue
UPROPERTY(meta=(BindWidget)) TObjectPtr<UCommonActivatableWidgetStack> MenuLayer; UPROPERTY(meta=(BindWidget)) TObjectPtr<UCommonActivatableWidgetQueue> NotificationQueue; // Push screen onto the stack — AddWidget creates the widget internally UMyMenuScreen* Screen = Cast<UMyMenuScreen>(MenuLayer->AddWidget(UMyMenuScreen::StaticClass())); Screen->ActivateWidget(); // Go back — deactivate re-activates the previous widget in the stack Screen->DeactivateWidget(); // Queue a notification — plays after the current one finishes NotificationQueue->AddWidget(UMyNotificationWidget::StaticClass());
UCommonButtonBase
Uses
FCommonButtonEvent (declared via DECLARE_EVENT) — use AddUObject, not AddDynamic:
MyButton->OnClicked().AddUObject(this, &UMyScreen::HandleClick); MyButton->OnClicked().RemoveAll(this); // In NativeOnDeactivated
UCommonUIActionRouter
Handles input routing between game and UI layers; Common UI drives it automatically via
GetDesiredInputConfig. Access directly when you need to query the current input mode:
#include "Input/CommonUIActionRouterBase.h" // Get() takes a const UWidget& — call from within a widget (or pass any valid UWidget in scope): UCommonUIActionRouterBase* Router = UCommonUIActionRouterBase::Get(*ContextWidget); // ContextWidget: const UWidget& if (Router) { /* query active input config */ }
Gamepad / Keyboard Navigation
Common UI provides automatic gamepad and keyboard navigation without extra setup. Key behaviours:
highlights automatically when it receives focus via D-pad or Tab navigation.UCommonButtonBase
controls which widget receives focus when the screen activates.UCommonActivatableWidget::NativeGetDesiredFocusTarget()- When a widget deactivates, Common UI restores focus to the widget that was active before it opened — no manual focus bookkeeping required.
- Bind
toGetDesiredInputConfig
to suppress game input while a menu is open.ECommonInputMode::Menu
6. Slate Fundamentals
Use Slate for editor extensions, custom renderers, or when UMG doesn't expose required functionality.
SWidget is the abstract base of all Slate widgets. SCompoundWidget (shown below) is the typical subclass for custom widgets.
// Custom widget — SMyWidget.h class SMyWidget : public SCompoundWidget { public: SLATE_BEGIN_ARGS(SMyWidget) : _LabelText(FText::GetEmpty()), _OnClicked() {} SLATE_ATTRIBUTE(FText, LabelText) SLATE_EVENT(FSimpleDelegate, OnClicked) SLATE_END_ARGS() void Construct(const FArguments& InArgs); private: TAttribute<FText> LabelText; FSimpleDelegate OnClicked; }; // SMyWidget.cpp void SMyWidget::Construct(const FArguments& InArgs) { LabelText = InArgs._LabelText; OnClicked = InArgs._OnClicked; ChildSlot [ SNew(SButton) .OnClicked_Lambda([this]() -> FReply { OnClicked.ExecuteIfBound(); return FReply::Handled(); }) [ SNew(STextBlock).Text(LabelText) ] ]; } // Instantiation TSharedRef<SMyWidget> W = SNew(SMyWidget).LabelText(NSLOCTEXT("UI", "Btn", "Go")); TSharedPtr<SButton> Btn; SAssignNew(Btn, SButton).OnClicked(FOnClicked::CreateUObject(this, &UMyClass::Handle));
Common Slate widgets:
STextBlock, SButton, SVerticalBox, SHorizontalBox, SOverlay, SBorder, SBox, SScrollBox, SImage, SEditableTextBox.
Slate vs UMG: Use Slate for editor tools and maximum control. Use UMG for game runtime UI, Blueprint extensibility, animations, and BindWidget.
7. MVVM (UE 5.1+, ModelViewViewModel plugin)
// ViewModel — MyGameViewModel.h UCLASS() class MYGAME_API UMyGameViewModel : public UMVVMViewModelBase { GENERATED_BODY() public: // UE_MVVM_SET_PROPERTY_VALUE: checks equality, sets, broadcasts field change void SetScore(int32 NewScore) { UE_MVVM_SET_PROPERTY_VALUE(Score, NewScore); } void SetPlayerName(FText NewName) { UE_MVVM_SET_PROPERTY_VALUE(PlayerName, NewName); } int32 GetScore() const { return Score; } FText GetPlayerName() const { return PlayerName; } private: UPROPERTY(BlueprintReadOnly, FieldNotify, Getter, meta=(AllowPrivateAccess)) int32 Score = 0; UPROPERTY(BlueprintReadOnly, FieldNotify, Getter, meta=(AllowPrivateAccess)) FText PlayerName; }; // From game code — UI updates automatically via field notifications: void AMyPlayerState::OnScoreChanged(int32 NewScore) { ViewModel->SetScore(NewScore); }
To bind a ViewModel at runtime: create with
NewObject<UMyGameViewModel>(this), then configure in the widget Blueprint's Bindings panel. The UMVVMView component on the widget handles one-way and two-way property bindings automatically once the ViewModel class is set.
Common Mistakes
| Anti-pattern | Correct approach |
|---|---|
to "hide" a menu | to stop rendering and input |
for HUD widgets | |
for a HUD | Use or Common UI's |
with | — it's not DYNAMIC |
Binding delegates in | Bind once in , unbind in |
Skipping | Always call Super — it routes focus and input |
| One widget for all players in split-screen | with per-player widgets |
No UPROPERTY reference after (widget leak) | Hold a to prevent GC, or call to allow GC when no longer needed |
| Z-order conflicts | Multiple widgets at same Z-order causes undefined draw order |
| Invisible widgets still tick | Hidden widgets with consume CPU |
Build.cs
PublicDependencyModuleNames.AddRange(new string[] { "UMG", "Slate", "SlateCore" }); PrivateDependencyModuleNames.Add("CommonUI"); // If using CommonUI PrivateDependencyModuleNames.Add("CommonInput"); // If using CommonInput PrivateDependencyModuleNames.Add("ModelViewViewModel"); // If using MVVM
Related Skills
— UPROPERTY meta specifiers, TObjectPtr, module setupue-cpp-foundations
— Enhanced Input, FInputModeXxx, input contextsue-input-system
— Slate for editor detail panels and custom toolsue-editor-tools