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Developer Overlay

Base:
UCommonUserWidget
Type:
UNDeveloperOverlay
Header File:
NexusUI/Public/Widgets/NDeveloperOverlay.h

The Abstract, Blueprintable base widget that every per-plugin developer overlay subclasses. It supplies a banner row (a UCommonBorder and UCommonTextBlock pair) plus a ContainerBox UVerticalBox that subclasses fill with diagnostic rows. The bIsEditorUtilityWidget flag toggles editor-only behavior when the overlay is hosted inside a UNEditorUtilityWidget.

This is the type each plugin's UN<Plugin>DeveloperOverlay derives from — for example, UNActorPoolsDeveloperOverlay, UNDynamicRefsDeveloperOverlay, and UNGuardianDeveloperOverlay. Build your own diagnostic surface by subclassing this widget and adding rows to ContainerBox.

Bound Widgets​

Subclasses must provide widgets bound to these names — the meta=(BindWidget) markup makes them required, and Unreal will fail compilation if a subclass omits them.

WidgetTypeRole
ContainerBannerUCommonBorderBackground brush for the banner row; recolored by ShowContainerBanner.
ContainerBannerMessageUCommonTextBlockMessage text rendered inside the banner row.
ContainerBoxUVerticalBoxSlot subclasses populate with their diagnostic rows.

API​

Show Container Banner​

/**
* Display the banner row with Text and the supplied foreground/background color pair.
* @param Text Message to render in the banner.
* @param MessageColor Foreground (text) color drawn from the palette.
* @param BannerColor Background color drawn from the palette.
*/
UFUNCTION(BlueprintCallable)
void ShowContainerBanner(const FText& Text = FText::GetEmpty(),
ENColor MessageColor = ENColor::NC_White,
ENColor BannerColor = ENColor::NC_NexusDarkBlue) const;

Hide Container Banner​

/** Collapse the banner row. */
UFUNCTION(BlueprintCallable)
void HideContainerBanner() const;

Editor Utility Widget Mode​

/** When true the overlay is hosted inside an EUW and should avoid runtime-only assumptions. */
UPROPERTY(EditDefaultsOnly)
bool bIsEditorUtilityWidget;

Set this to true on the Class Defaults of a Blueprint subclass intended to live inside a UNEditorUtilityWidget. Subclasses inspect the flag to gate behavior that only makes sense at runtime — for example, binding to a UWorld that does not exist outside PIE.

tip

Each shipped overlay also registers a wrapping UNEditorUtilityWidget (e.g. WB_NActorPoolsDeveloperOverlay) under Tools > NEXUS > <Plugin> so users can spawn it from the editor menu. Mirror this pattern when building a custom overlay.