Final notes

FAQ & Release Notes
User Support

Useful support notes, release-note placeholders, and external links.

Plugin: UI Widget BuilderTarget: UE 5.6 / 5.7 / 5.8Workflow: PSD → layout.json + Textures → UMG Widget BlueprintAuthor: Ali Shantia

Frequently asked questions

QuestionAnswer
Is delete-existing an overwrite system?No. It deletes generated items first, then imports fresh assets.
Can a screen be exported as its own Widget Blueprint?Yes. Enable Export as separate Widget on that root.
Can Add To Level spawn a detached widget?Yes. Choose the detached WBP from the Add To Level dropdown.
Where should music play?Current preferred flow is Level Blueprint after CreateWidget and AddToViewport, not inside the Widget Construct graph.
Can the importer preserve manual edits inside generated WBPs?No. Treat generated assets as generated output. Keep manual work in separate Blueprints or wrapper widgets.
Can I use this for small UI, not just game menus?Yes. Any structured PSD UI can be converted if layers follow the naming rules.
Does UI Widget Builder include my Photoshop fonts?No. The exporter records font names and styles, but users must import the matching font assets into Unreal or use the default-font fallback.
What happens if a font is missing?The widget is still generated. Text uses Unreal's default font until the correct font asset is imported or mapped.
Do I need to open Font Mapping before import?No. The current importer can resolve fonts without opening the popup. Use Font Mapping only when you need to override or fix an auto-match.
Which Unreal Engine versions are supported?UI Widget Builder supports Unreal Engine 5.6, 5.7, and 5.8.
Do I need CommonUI?Only for the Common Animated Switcher option. Enable the Unreal CommonUI plugin before importing if you want animated switcher page transitions. Normal WidgetSwitcher imports do not require CommonUI.
Can the importer remember my preset folder?Yes. The importer can save the preset path so you can reuse the same preset location more quickly on future imports.
How are ETB_ and ETM_ fonts chosen?The importer reads the child TXT_ placeholder/text layer inside the input group and applies that font data to the editable text widget.

Suggested release note sections

Recent importer/exporter updates

64×64 optimize now protects rounded/masked/effect art; CHKG_ groups start with the first item checked; group text labels remove hit test; button-child text hover, wrap, font mapping, and ETB/ETM font handling are improved.

Version 1.0

Initial Fab release. Include PSD exporter, Unreal importer, prefix-based widgets, presets, generated Blueprint logic, clean re-import, and example project.

Compatibility

UI Widget Builder supports Unreal Engine 5.6, 5.7, and 5.8. Common Animated Switcher requires CommonUI in UE 5.7 / UE 5.8.

Known limitations

Generated assets should be regenerated from PSD/JSON. Manual edits inside generated widgets may be lost during clean re-import.

Support info

Ask users to attach layout.json, screenshots, and Output Log errors when requesting help.

Links