UI Widget Builder
Complete Help Site
A full user-facing help site for understanding the Photoshop exporter, the Unreal importer, naming rules, generated assets, presets, logic, and troubleshooting.
What this plugin does
UI Widget Builder is an Unreal Engine editor tool that converts a structured Photoshop UI design into real UMG Widget Blueprints.
The normal pipeline is: design in PSD, export layout.json and Textures/ with the JSX exporter, then import the JSON inside Unreal.
UI Widget Builder supports Unreal Engine 5.6, 5.7, and 5.8. The animated switcher option requires the Unreal CommonUI plugin and is intended for UE 5.7 / UE 5.8; UE 5.6 uses normal WidgetSwitcher behavior.
1. Quick Start
Minimum steps to export and import your first screen.
2. Installation
Supported Unreal versions, plugin setup, CommonUI requirement, and saved preset path setup.
3. Naming Rules
Prefixes for buttons, text, images, containers, sliders, checkboxes, and special parts.
4. Unreal Importer
How to use the wizard, output path, generated assets, presets, and delete-before-import.
The important idea
The plugin does not guess your UI. It reads your layer names. A good PSD naming convention produces clean widgets, clean hierarchy, and usable generated Blueprint logic.
| Photoshop concept | Exported JSON | Unreal result |
|---|---|---|
| Group named CAN_MainMenu | Root screen group | CanvasPanel / screen root, optionally wrapped by SafeZone, ScaleBox, SizeBox |
| Group named BTN_Play | Button object with state textures | UButton with Normal / Hover / Pressed / Disabled brushes |
| Text layer named TXT_Title | Text object with font, color, alignment | UTextBlock |
| Layer named IMG_Background | Texture entry | UImage with imported texture |
| Output folder | layout.json + Textures/ |
Widget Blueprint assets in the selected Content path |
Documentation map
Designer workflow
How to prepare Photoshop layers, use prefix names, export textures, and avoid common naming mistakes.
Unreal workflow
How to import JSON, choose generated Widget Blueprint names, detach root widgets, add widgets to level, and generate Blueprint logic.
Advanced features
Presets, screen usage settings, Close on Key, Show After Close, play music, pause game, child UI logic, sliders, save text, click and hover SFX.
Maintenance
Delete existing generated items, clean re-imports, troubleshooting, known limitations, and publish-readiness notes for UE 5.6–5.8.
Recently documented features
| Area | Documented behavior |
|---|---|
| JSX exporter | 64×64 solid-color optimization now skips rounded corners, masks, transparent edges, and layer effects. |
| Checkbox groups | CHKG_ groups initialize the first child checked and set group text labels to remove hit test. |
| Text/button logic | Button-child text hover options and improved TextBlock wrapping behavior are documented. |
| Fonts/input widgets | Font Mapping & Font Support explains missing-font fallback, manual mapping, Regular/Bold matching, and ETB/ETM placeholder font handling. |