FAQ & Release Notes
User Support
Useful support notes, release-note placeholders, and external links.
Frequently asked questions
| Question | Answer |
|---|---|
| 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.