UUserWidget::AddToPlayerScreen
#include "Blueprint/UserWidget.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallableBlueprintCosmetic
Description
Adds the widget to the player-owned screen layer rather than the global viewport. In split-screen, the widget is constrained to that player's sub-region of the viewport and does not bleed into other players' areas.
Caveats & Gotchas
- • Returns false if the widget's owning player context is not set. The widget must be created via CreateWidget passing a PlayerController (not the GameInstance) to be correctly associated with a player.
- • Unlike AddToViewport, this adds the widget to a player-specific container. Use GetPlayerScreenWidgetGeometry to get the geometry of this container for coordinate conversions.
- • Widgets added here are automatically removed when the owning PlayerController is destroyed. AddToViewport widgets persist until explicitly removed.
Signature
UMG_API bool AddToPlayerScreen(int32 ZOrder = 0) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ZOrder | int32 | Sort order within the player screen layer. Higher values appear on top. Defaults to 0. | 0 |
Return Type
bool Example
Add a HUD widget to a specific player's screen C++
UMyHUDWidget* HUD = CreateWidget<UMyHUDWidget>(PlayerController, UMyHUDWidget::StaticClass());
if (HUD)
{
bool bAdded = HUD->AddToPlayerScreen();
// bAdded is false if PlayerController context was missing
} Tags
Version History
Introduced in: 4.7
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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