UUserWidget::AddToViewport
#include "Blueprint/UserWidget.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallableBlueprintCosmetic
Description
Adds this widget to the game's main viewport so it is visible on screen. The widget covers the full viewport unless sized otherwise.
Signature
void AddToViewport(int32 ZOrder = 0) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ZOrder | int32 | Z-order for layering. Higher values appear on top of lower values. | 0 |
Return Type
void Caveats & Gotchas
- • Calling AddToViewport on a widget that is already in the viewport is a no-op — it won't add a second copy.
- • In split-screen games, this adds the widget to the shared viewport covering all players. Use AddToPlayerScreen to restrict the widget to a single player's area.
- • Widgets added to the viewport are not automatically removed when the owning player controller is destroyed. Remove them manually in NativeDestruct or on relevant game events.
- • BlueprintCosmetic means this function is skipped on dedicated servers.
Example
Show a menu widget C++
UMyMenuWidget* Menu = CreateWidget<UMyMenuWidget>(GetWorld(), MenuClass);
Menu->AddToViewport(10); // ZOrder 10 ensures it's above the HUD See Also
Tags
Version History
Introduced in: 4.5
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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