UE-MCP

Widgets

Widgets documentation.

The widget category authors UMG assets and drives live widgets while Play-In-Editor is running. This section covers the parts that need more than a one-line entry in the Tool Reference.

Start here

Every action in the category takes the same parameter names for the same concepts, so read the parameter contract first. It is short, and it removes the guesswork from every other page here.

Authoring versus runtime

Two different worlds are in play, and mixing them up is the most common source of confusion:

  • Authoring actions operate on a Widget Blueprint asset on disk. They work whether or not PIE is running.
  • Runtime actions operate on live UUserWidget instances inside a running PIE or Game world. They never fall back to the editor world, so calling one before PIE starts returns an error rather than quietly answering with an Editor Utility Widget.

Where the runtime actions stop

The runtime actions here are point-in-time: one read of the current state, or one write plus the delegate broadcast that a real interaction would fire. That is the line this project keeps. Core does authoring and point-in-time inspection; recording, replaying, sampling over a window, and synthesizing input events belong to the PIE Studio plugin.

So reach for PIE Studio instead when you want to:

  • capture a widget's state every frame over a window rather than once, which is pie(observe_arm) and pie(observe_read);
  • drive a scripted sequence of interactions with timing, which is pie(inject_input_tape);
  • synthesize a real key, button or axis event at the input layer rather than calling a widget's own setter, which is pie(inject_input);
  • record a session and replay it with drift comparison.

The same split already governs the editor category: stage_game_input sets the input mode because that is one call, while the injection itself lives in pie(inject_input*).

Runtime pages

PageUse it when
Runtime widget inspectionYou need the state of every matching live instance, with stable identity and selected reflected properties.
Runtime widget interactionYou need to drive a widget: toggle a checkbox, move a slider, type into a text box, pick a combo entry, or call a UFUNCTION.
Runtime layout diagnosticsA widget is in the wrong place or the wrong size and you need geometry, slot data, clipping and opacity to find out why.

UE-MCP is an independent, community-built project. It is not affiliated with, sponsored by, or endorsed by Epic Games, Inc. Unreal® and Unreal Engine® are trademarks or registered trademarks of Epic Games, Inc. in the United States and elsewhere, used here to describe compatibility.