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unreal-widget-editing

Design
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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.

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How to use this skill

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Source SKILL.md: https://github.com/Italink/UnrealClientProtocol/blob/HEAD/Skills/unreal-widget-editing/SKILL.md

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Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

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

FunctionParamsDescription
OutlineAssetPathReturns all sections: [WidgetTree], [Variables], [EventGraph], [Function:Name], etc.
ReadGraphAssetPath, SectionReturns text. Use "WidgetTree" for the UI layout.
WriteGraphAssetPath, Section, GraphTextOverwrite the widget tree.

Section Types for Widget Blueprints

A Widget Blueprint's Outline returns both widget tree and graph sections:

SectionHandlerDescription
WidgetTreeWidgetTreeSectionHandlerUI widget hierarchy
VariablesBlueprintSectionHandlerBlueprint variables
EventGraphBlueprintSectionHandlerEvent graph logic
Function:<Name>BlueprintSectionHandlerBlueprint 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

TypeDescriptionKey Properties
CanvasPanelFree-form positioning container(none typical)
VerticalBoxStack children vertically(none typical)
HorizontalBoxStack children horizontally(none typical)
OverlayStack children on top of each other(none typical)
GridPanelGrid layout(none typical)
ScrollBoxScrollable containerOrientation
SizeBoxConstrain child sizeWidthOverride, HeightOverride
BorderSingle child with backgroundBackground
TextBlockDisplay textText, Font, ColorAndOpacity
RichTextBlockRich text displayText
ImageDisplay image/textureBrush
ButtonClickable buttonWidgetStyle
CheckBoxToggle checkboxIsChecked
SliderValue sliderValue, MinValue, MaxValue
ProgressBarProgress indicatorPercent
EditableTextSingle-line text inputText, HintText
EditableTextBoxSingle-line text input with boxText, HintText
MultiLineEditableTextMulti-line text inputText
ComboBoxStringDropdown selectionDefaultOptions
SpinBoxNumeric inputValue, MinValue, MaxValue
SpacerEmpty spacing widgetSize
WidgetSwitcherShow one child at a timeActiveWidgetIndex

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.