UMG Disable Focus Outline

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Author: Moss (talk)

While working on Red Godess we had an issues with the focus using a GamePad. Always a widget acquired focus it will get a dotted outline that seams to be more for PC keyboard then a GamePad on a console.

We first implemented our own focus system which worked like a charm but later we investigated on how to override the default behavior. The following tutorial is about the right way to handle it :D.

How to disable/customize the UMG focus outline in C++

First of all we have to create a new class that inherits from UGameViewportClient like the following.

MyGameViewportClient.h (public header)

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "Engine/GameViewportClient.h"
#include "MyGameViewportClient.generated.h"

UCLASS(Within=Engine, transient, config=Engine)
class MYGAME_API UMyGameViewportClient : public UGameViewportClient


    // We will override this methos to only return false, this way we complete disable
    // the focus outline. Consider using your own logic here.
    virtual TOptional<bool> QueryShowFocus(const EFocusCause InFocusCause) const override;

MyGameViewportClient.cpp (private implementation)

// Fill out your copyright notice in the Description page of Project Settings.

#include "MyGame.h"
#include "Public/MyGameViewportClient.h"


TOptional<bool> UMyGameViewportClient::QueryShowFocus(const EFocusCause InFocusCause) const
    // Consider your own special logic, you might want to call the super method first.
    return false;

Now you just have to add the class into your DefaultEngine.ini file and you should be good to go.


So that should be all you need to get rid or control the focus outline your own way.

Using the project settings

As stated by Nick Darnell in the forums, from 4.8 you can customize the behavior directly in the Project Settings.

Project Settings >> User Interface >> RenderFocusRule (Set To) Never

There are more option to explore if you are corious. This method will apply to the project itself while the C++ version is a more flexible way, for example, you could enable it if a keyboard is plugged in and disable it if a GamePad is detected.

Related Tutorials

Epic's UMG Documentation

UMG, Create Scrollable List of Clickable Buttons From Dynamic Array, by Rama!

[Tutorial/ Snippet] Creating a UMG Widget in C++, and delegate example by WCode.

[Tutorial] UMG, How to extend a UUserWidget:: for UMG in C++.