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UWidgetLayoutLibrary::GetPlayerScreenWidgetGeometry

function UMG Blueprint Since 4.17
#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);

Version History

Introduced in: 4.17

Version Status Notes
5.6 stable

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