ue5-ui-umg-slate · git:20260303.768e90e · 2026-03-03 · sha256 cc46cecc05f1e1fa
ue5-ui-umg-slate git:20260303.768e90eA
Immutable. This exact content is served forever at /api/v1/blob/cc46cecc05f1e1fa.
--- name: ue5-ui-umg-slate description: UE5.6/UE5.7 UI development workflow using UMG and Slate integration. Use when requests involve Widget Blueprint setup, Slate host widgets, lifecycle binding, input and focus handling, tooltip behavior, or viewport clamping logic. --- # Quick Start - Identify whether feature belongs to UMG, Slate, or hybrid bridge. - Define data source component/subsystem and UI binding point. - Output widget tree intent and runtime binding sequence. # UE5.7 API Anchors - UMG lifecycle and viewport anchors: - `UUserWidget::NativeConstruct()`, `UUserWidget::NativeDestruct()` - `UUserWidget::AddToViewport(...)` - `UWidget::RemoveFromParent()` - `UWidget::SetVisibility(...)` - `UWidget::SetKeyboardFocus()` - UMG input mode anchors: - `UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(...)` - `UWidgetBlueprintLibrary::SetInputMode_GameAndUIEx(...)` - `UWidgetBlueprintLibrary::SetInputMode_GameOnly(...)` - UMG/Slate bridge anchors: - `UWidget::TakeWidget()` for Slate bridge hand-off - `SCompoundWidget`, `SLATE_BEGIN_ARGS(...)` - `FSlateApplication::SetKeyboardFocus(...)`, `SetUserFocus(...)` - Viewport geometry anchor: - `UGameViewportClient::GetViewportSize(...)` # UI Stage Contract - Every UI task must define: - UI layer ownership (UMG-only, Slate-only, or hybrid bridge) - data source and update trigger (pull, push, event, or mixed) - focus and input ownership transition - viewport-safe placement behavior for tooltip/popup - teardown/cleanup path for unbinds and widget removal - If any item is missing, the UI implementation is incomplete. # Workflow ## 1) UI Architecture Decision - Select UMG for standard game HUD/menu work. - Select Slate for custom rendering/input behavior that UMG cannot express cleanly. - Select hybrid when a `UWidget` host needs to embed custom Slate content. ## 2) Construct and Lifetime - Initialize widget bindings in construct/init path. - Register event listeners once and store handles when required. - Define destruct/unregister logic explicitly to avoid stale bindings. ## 3) Data Binding and Refresh - Bind runtime data from one authoritative source (subsystem/component/view model). - Use event-driven refresh for high-frequency data where possible. - Keep display widgets read-only for gameplay state mutation. ## 4) Input and Focus Ownership - Set input mode deliberately when opening/closing UI contexts. - Set keyboard/user focus to intended root widget. - Ensure focus return path back to gameplay on close. ## 5) Tooltip/Popup Viewport Clamp - Compute desired tooltip position from anchor and cursor/widget geometry. - Clamp final placement to viewport bounds to avoid off-screen rendering. - Debounce high-frequency hover updates to avoid flicker. ## 6) Remove and Cleanup - Remove widget from parent or viewport on close. - Clear timers/delegates and transient references. - Confirm no duplicate instances persist after reopen. # Constraints - Keep UI rendering and gameplay state mutation separated. - Avoid direct gameplay writes from passive display widgets. - Clamp tooltip and popup placement to viewport bounds. - Prefer deterministic input ownership and focus transitions. - Keep Slate-only code isolated behind clear bridge boundaries. - Do not rely on per-frame polling if event-driven updates are available. # Failure Handling - Symptom: widget appears but never refreshes. - Locate: construct timing, binding registration, source event firing. - Fix: bind after source readiness and verify event subscription path. - Symptom: widget refreshes once then stops. - Locate: lost delegate handle or widget recreated without rebind. - Fix: rebind on construct and unbind on destruct; prevent duplicate create/destroy churn. - Symptom: input is swallowed by UI unexpectedly. - Locate: current input mode and focused widget path. - Fix: enforce intended input mode and set explicit focus target. - Symptom: keyboard/controller navigation breaks after popup open. - Locate: focus transfer and return path. - Fix: store previous focus owner and restore on popup close. - Symptom: tooltip flickers near screen edges. - Locate: oscillating clamp output and hover source jitter. - Fix: debounce hover updates and clamp with stable viewport metrics. - Symptom: memory growth after repeated open/close. - Locate: stale delegate/timer/reference retention. - Fix: clear bindings and transient refs in teardown. # UE5.6 / UE5.7 Compatibility Notes - UMG lifecycle, input mode, and Slate focus APIs listed above are stable in UE5.6/UE5.7. - Prefer Enhanced Input + explicit UI input mode ownership in both versions. # Escalation - Escalate when behavior requires engine-level Slate customization beyond project scope. - Escalate when UI architecture conflicts with existing CommonUI framework decisions.