AGENT SKILL

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's GetName().
  • 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: If true, the widget is accessible from the Blueprint graph (e.g., for binding events or setting properties at runtime). Only serialized when true.
  • 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 presets
  • LayoutData.Offsets: (Left=0,Top=0,Right=0,Bottom=0) — position/size offsets
  • LayoutData.Alignment: (X=0.5,Y=0.5) — pivot alignment
  • bAutoSize: true/false
  • ZOrder: 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_Right
  • VerticalAlignment: VAlign_Fill, VAlign_Top, VAlign_Center, VAlign_Bottom

OverlaySlot (parent is Overlay):

  • Padding: (Left=0,Top=0,Right=0,Bottom=0)
  • HorizontalAlignment: same as above
  • VerticalAlignment: same as above

GridSlot (parent is GridPanel):

  • Row, Column: integer
  • RowSpan, 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

  1. Outline — see available sections (WidgetTree + graph sections)
  2. ReadGraph("WidgetTree") — get the UI hierarchy
  3. Understand the tree — indentation shows parent-child relationships
  4. Modify — add/remove/rearrange widgets, change properties
  5. WriteGraph("WidgetTree", text) — apply changes

For logic changes (event bindings, property updates at runtime):

  1. ReadGraph("EventGraph") — use the unreal-blueprint-editing skill
  2. Reference widgets by name (widgets with bIsVariable:true are accessible in graphs)

Key Rules

  1. Indentation matters: 2 spaces per level. Incorrect indentation will create wrong parent-child relationships.
  2. Widget names must be unique within the tree.
  3. Root widget (depth 0) must be a panel widget (CanvasPanel, VerticalBox, etc.).
  4. Only panel widgets can have children. Don't indent a child under a non-panel widget like TextBlock.
  5. Set bIsVariable:true on any widget you need to reference from the Blueprint graph.
  6. ReadGraph before WriteGraph — always read first to understand the current structure.
  7. Slot properties depend on the parent panel type. A widget under VerticalBox uses VerticalBoxSlot properties, not CanvasPanelSlot.
  8. All operations support Undo (Ctrl+Z).

Error Handling

  • Unknown widget class: "Unknown widget class: ...".
  • Failed to create widget: "Failed to create widget: ...".
  • Check diff object in response for nodes_added, nodes_removed.

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