unreal-widget-editing
Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.
- License 许可
- MIT
- 最近更新
- 2026-11-12
- Stars
- ★ 3
- Forks
- 1
01 前言 Front Matter
- name
- unreal-widget-editing
- description
- Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.
03 SKILL.md 正文
Widget Editing
Edit UMG Widget Blueprint UI layouts via a text-based tree representation. The widget tree (visual hierarchy) uses the [WidgetTree] section. For editing the event graph and functions of a Widget Blueprint, use the unreal-blueprint-editing skill — Widget Blueprints are Blueprints, so EventGraph/Function/Variables sections work identically.
Prerequisite: UE editor running with UCP plugin enabled.
API
CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary
| Function | Params | Description |
|---|---|---|
Outline |
AssetPath |
Returns all sections: [WidgetTree], [Variables], [EventGraph], [Function:Name], etc. |
ReadGraph |
AssetPath, Section |
Returns text. Use "WidgetTree" for the UI layout. |
WriteGraph |
AssetPath, Section, GraphText |
Overwrite the widget tree. |
Section Types for Widget Blueprints
A Widget Blueprint's Outline returns both widget tree and graph sections:
| Section | Handler | Description |
|---|---|---|
WidgetTree |
WidgetTreeSectionHandler | UI widget hierarchy |
Variables |
BlueprintSectionHandler | Blueprint variables |
EventGraph |
BlueprintSectionHandler | Event graph logic |
Function:<Name> |
BlueprintSectionHandler | Blueprint functions |
WidgetTree Text Format
The widget tree uses indentation-based text format where depth represents parent-child relationships:
[WidgetTree]
CanvasPanel_0: {"Type":"CanvasPanel"}
Image_BG: {"Type":"Image", "Slot":{"Anchors":"(Minimum=(X=0,Y=0),Maximum=(X=1,Y=1))", "Offsets":"(Left=0,Top=0,Right=0,Bottom=0)"}}
VerticalBox_Main: {"Type":"VerticalBox", "Slot":{"Anchors":"(Minimum=(X=0.5,Y=0.5),Maximum=(X=0.5,Y=0.5))"}}
TextBlock_Title: {"Type":"TextBlock", "Text":"Hello World", "Slot":{"HorizontalAlignment":"HAlign_Center"}}
Button_Submit: {"Type":"Button", "Slot":{"Padding":"(Left=0,Top=10,Right=0,Bottom=0)"}, "bIsVariable":true}
TextBlock_BtnLabel: {"Type":"TextBlock", "Text":"Submit"}
Format Rules
- Indentation = hierarchy: 2 spaces per level. Root widget has no indentation.
- Widget name is the key:
TextBlock_Title,Button_Submit, etc. These are the widget'sGetName(). Type: Widget class name (e.g.,CanvasPanel,TextBlock,Button,Image). Resolved via reflection.Slot: Layout properties from the parent panel's slot type, as a nested JSON object.bIsVariable: Iftrue, the widget is accessible from the Blueprint graph (e.g., for binding events or setting properties at runtime). Only serialized whentrue.- Other properties: Non-default widget properties, serialized via UE reflection.
Slot Properties by Panel Type
Different panel types use different slot types with different layout properties:
CanvasPanelSlot (parent is CanvasPanel):
LayoutData.Anchors:(Minimum=(X=0,Y=0),Maximum=(X=1,Y=1))— anchor presetsLayoutData.Offsets:(Left=0,Top=0,Right=0,Bottom=0)— position/size offsetsLayoutData.Alignment:(X=0.5,Y=0.5)— pivot alignmentbAutoSize:true/falseZOrder: integer
VerticalBoxSlot / HorizontalBoxSlot (parent is VerticalBox/HorizontalBox):
Padding:(Left=0,Top=10,Right=0,Bottom=0)Size:(SizeRule=Fill,Value=1.0)or(SizeRule=Auto,Value=1.0)HorizontalAlignment:HAlign_Fill,HAlign_Left,HAlign_Center,HAlign_RightVerticalAlignment:VAlign_Fill,VAlign_Top,VAlign_Center,VAlign_Bottom
OverlaySlot (parent is Overlay):
Padding:(Left=0,Top=0,Right=0,Bottom=0)HorizontalAlignment: same as aboveVerticalAlignment: same as above
GridSlot (parent is GridPanel):
Row,Column: integerRowSpan,ColumnSpan: integer
Common Widget Types
| Type | Description | Key Properties |
|---|---|---|
CanvasPanel |
Free-form positioning container | (none typical) |
VerticalBox |
Stack children vertically | (none typical) |
HorizontalBox |
Stack children horizontally | (none typical) |
Overlay |
Stack children on top of each other | (none typical) |
GridPanel |
Grid layout | (none typical) |
ScrollBox |
Scrollable container | Orientation |
SizeBox |
Constrain child size | WidthOverride, HeightOverride |
Border |
Single child with background | Background |
TextBlock |
Display text | Text, Font, ColorAndOpacity |
RichTextBlock |
Rich text display | Text |
Image |
Display image/texture | Brush |
Button |
Clickable button | WidgetStyle |
CheckBox |
Toggle checkbox | IsChecked |
Slider |
Value slider | Value, MinValue, MaxValue |
ProgressBar |
Progress indicator | Percent |
EditableText |
Single-line text input | Text, HintText |
EditableTextBox |
Single-line text input with box | Text, HintText |
MultiLineEditableText |
Multi-line text input | Text |
ComboBoxString |
Dropdown selection | DefaultOptions |
SpinBox |
Numeric input | Value, MinValue, MaxValue |
Spacer |
Empty spacing widget | Size |
WidgetSwitcher |
Show one child at a time | ActiveWidgetIndex |
Workflow
- Outline — see available sections (WidgetTree + graph sections)
- ReadGraph("WidgetTree") — get the UI hierarchy
- Understand the tree — indentation shows parent-child relationships
- Modify — add/remove/rearrange widgets, change properties
- WriteGraph("WidgetTree", text) — apply changes
For logic changes (event bindings, property updates at runtime):
- ReadGraph("EventGraph") — use the
unreal-blueprint-editingskill - Reference widgets by name (widgets with
bIsVariable:trueare accessible in graphs)
Key Rules
- Indentation matters: 2 spaces per level. Incorrect indentation will create wrong parent-child relationships.
- Widget names must be unique within the tree.
- Root widget (depth 0) must be a panel widget (CanvasPanel, VerticalBox, etc.).
- Only panel widgets can have children. Don't indent a child under a non-panel widget like TextBlock.
- Set
bIsVariable:trueon any widget you need to reference from the Blueprint graph. - ReadGraph before WriteGraph — always read first to understand the current structure.
- Slot properties depend on the parent panel type. A widget under VerticalBox uses VerticalBoxSlot properties, not CanvasPanelSlot.
- All operations support Undo (Ctrl+Z).
Error Handling
- Unknown widget class:
"Unknown widget class: ...". - Failed to create widget:
"Failed to create widget: ...". - Check
diffobject in response fornodes_added,nodes_removed.
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