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UE4's UMG VS Visual Studio's WPF

  • Oliver Stanton
  • Nov 22, 2021
  • 1 min read

Updated: Dec 15, 2021

Recently I started experimenting with Microsoft's WPF platform using XAML and C# and found it quite enjoyable. It's quite similar to Unreal Engine's UI as well, with the Window being the Canvas, the Toolbox being the Palette and the Properties being the Details.

LEFT - UE4's Hierarchy with a Canvas Panel being the parent. RIGHT - Visual Studio's Document Outline with the Window being the parent
LEFT - UE4's Palette. RIGHT - Visual Studio's Toolbox
LEFT - UE4's Details. RIGHT - Visual Studio's Properties

WPF uses XAML for its layouts and stylings, which is quite different from Unreal Engine's UMG and Blueprints, where to make a custom button, for example, you need to make a new widget that has all the functions of a button, whereas in WPF, you do it all in XAML, which I assume is a lot more optimised. However, it is then harder to make because there isn't the drag and drop WYSIWYG interface that UE4 has.

A custom button example in XAML
A custom button example in UE4's UMG

WPF uses C# for all the functions and logic in a program, and making events is easy. Well making a Clicked event is easy, you just double click on the button when it isn't selected, but creating the other events needs an extra step, which is creating an Event Handler in XAML, which then creates that event in C# which you can edit. If you're making the UI all in XAML then this is fine, but I'm a visual person, so it's just another step that seems unnecessary, especially when UE4 does it so well by providing buttons to create those events in the Details panel.

Visual Studio's Events
UE4's Events

Visual Studio definitely has more events, however I honestly have no idea how to use them. I assume you just type the function name into the slot but I'm not sure.

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