UWidgetLayoutLibrary::GetPlayerScreenWidgetGeometry
#include "Blueprint/WidgetLayoutLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Returns the FGeometry of the player-screen widget container for a specific player. In split-screen this container covers only that player's sub-region of the viewport, making it the correct reference frame for widgets added via AddToPlayerScreen.
Caveats & Gotchas
- • In single-player games this typically matches GetViewportWidgetGeometry, but you should still use the correct function for intent clarity — and correctness in split-screen.
- • Returns a default FGeometry if the player controller has no associated player screen (e.g. before AddToPlayerScreen has been called or when running headless).
- • The geometry is one frame behind if queried immediately after adding a widget — wait until the next Tick for an up-to-date geometry.
Signature
static UMG_API FGeometry GetPlayerScreenWidgetGeometry(APlayerController* PlayerController) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PlayerController | APlayerController* | The player controller whose player-screen container geometry is requested. | — |
Return Type
FGeometry Example
Convert position relative to a player's sub-viewport C++
FGeometry PlayerScreenGeo = UWidgetLayoutLibrary::GetPlayerScreenWidgetGeometry(PlayerController);
FVector2D LocalPos = USlateBlueprintLibrary::AbsoluteToLocal(PlayerScreenGeo, AbsolutePos); Tags
Version History
Introduced in: 4.17
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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