FUserWidgetPool::SetWorld

In the case that you don't have an owner widget, you should set a world to your pool, or it won't be able to construct widgets.

Windows
MacOS
Linux

References

Module

UMG

Header

/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h

Include

#include "Blueprint/UserWidgetPool.h"

Source

/Engine/Source/Runtime/UMG/Private/Blueprint/UserWidgetPool.cpp

Syntax

void SetWorld
(
    UWorld * OwningWorld
)

Remarks

In the case that you don't have an owner widget, you should set a world to your pool, or it won't be able to construct widgets.

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