Web Browser

Overview of using the Web Browser widget to create in-game web browsing functionality.


This feature is still in development and is considered Experimental. As such, some features may or may not work as expected.


This widget is used to display an in-game web browser that can host content from anywhere on the web.


The Web Browser widget is supported on desktop platforms as well as Android and iOS mobile devices.


Chromium is used for the web browser widget on desktop platforms while both iOS and Android use native WebKit controls aligned to match your UMG layout. This keeps executable size to a minimum and increases performance.

The Web Browser widget can be created through a Widget Blueprint or in C++ using Slate code and, as mentioned above, is currently considered experimental so the feature will need to be enabled from Edit menu under Plugins menu. Under Widgets, click Enabled on the Web Browser plugin to enable it.

Click for full view.

Once enabled, you will find the widget in the Palette window on the Designer tab of a Widget Blueprint under Experimental.



In the Details panel for a placed Web Browser widget, there are a couple of specific options that can be set that pertain to the Widget:




Initial URL

Enter the default URL that the web browser will open to. You must provide a default World Wide Web address or the page will appear blank.

Supports Transparency

Enable or disable transparency of the widget web browser itself.


On the Graph, the Web Browser widget has some exposed Blueprint Functions you can call.




Get Title Text

When called, this will get the title of the currently displayed web page and return that value as text.

Load String

This will load a string as data to create a web page with a dummy URL link.

Load URL

This will load the specified URL when called.

Select Skin

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback