Support
Troubleshooting
Fix Common Issues
Common problems, likely causes, and practical fixes for exporter/importer workflows.
Troubleshooting
Common problems and fixes
| Problem | Likely cause | Fix |
|---|---|---|
| Widget does not appear | Root not imported, starts hidden, or Add To Level selected another WBP. | Check root Import Widget, Visible at Start, and Add To Level selection. |
| Texture missing | Layer was hidden, unsupported, empty bounds, or texture path mismatch. | Check exporter warnings and Textures/ output. |
| Button does nothing | Name does not match target root/group, or child logic option was not enabled. | Use matching names: BTN_Settings targets CAN_Settings / GRP_Settings. |
| Delete generated items fails | Generated Widget Blueprint is open in editor or referenced by a loaded asset. | Close open Blueprint editor tabs and try again. |
| Old assets remain after import | Delete existing generated items was disabled or canceled. | Enable delete-before-import for clean iteration. |
| Music does not play | No music asset selected or Add To Level not used. | Select a sound asset and verify the Level Blueprint node chain is generated. |
| Wrong button state art | State layer names are not recognized or shared texture key reused accidentally. | Use IMG_Normal, IMG_Hover, IMG_Pressed; check sharing suffixes. |
| Text direction wrong | Text layer was not detected as RTL or font asset missing. | Use a proper RTL font and check text/font settings. |
| All text imports with Unreal default font | The Photoshop font is not imported in Unreal or the font asset name cannot be auto-matched. | Import the TTF/OTF/Font asset into the project, or use Font Mapping to manually connect the Photoshop font family to an Unreal font asset. |
| Regular text imports as Bold, or Bold imports as Regular | Only one style exists in the project, or the font asset names do not separate Regular/Bold clearly. | Import each style as its own font asset, for example Bitter-Regular_Font and Bitter-Bold_Font, then reimport. |
| ETB_ / ETM_ input text uses wrong font | The input group has no child TXT_ placeholder/text layer, or that placeholder uses a missing font. |
Add a child TXT_ text layer inside the input group and make sure its font exists or is mapped in Unreal. |
| Text wraps too narrow or too many lines | Photoshop text bounds and Unreal text measurement differ, or the layer exported as point text instead of area text. | Use exported width/line-height wrap data. The importer can infer multiline text and applies an explicit Wrap Text At value with a width allowance. |
| All checkboxes in a CHKG_ group start unchecked | Group default selection was not initialized. | The current importer checks the first checkbox/toggle child and initializes LastCheckBoxCheck before running the mutual-exclusion loop. |
| Checkbox label blocks clicking | A TextBlock inside the checkbox group is receiving mouse hit tests. | Text under CHKG_ is set to HitTestInvisible / remove hit test by the importer. |
| Rounded panel becomes square/64×64 | Solid-color optimization was applied to art that has rounded or transparent corners. | Use the current JSX exporter. Rounded corners, masks, transparent edges, and layer effects are excluded from 64×64 optimization. |
Debug checklist
Before reporting a bug
-
1
Attach the exported
layout.json. -
2
Include a screenshot of the Photoshop layer tree around the broken widget.
-
3
Include a screenshot of the Unreal importer settings for the root screen.
-
4
Copy the first compile/runtime error from the Output Log.
-
5
State the Unreal Engine version, for example 5.6, 5.7, or 5.8.
Output Log
Messages to search for
Search the Unreal Output Log for these strings when diagnosing importer behavior.
UIWidgetBuilder
UIWB
CreateWidget
AddToViewport
DeleteExistingGeneratedItems
CloseOnKey
ShowAfterClose
PlayMusicAfterAddToViewport