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API > API/Runtime > API/Runtime/UMG > API/Runtime/UMG/Blueprint > API/Runtime/UMG/Blueprint/FUserWidgetPool
References
| Module | UMG |
| Header | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h |
| Include | #include "Blueprint/UserWidgetPool.h" |
| Source | /Engine/Source/Runtime/UMG/Private/Blueprint/UserWidgetPool.cpp |
void SetDefaultPlayerController
&40;
APlayerController &42; InDefaultPlayerController
&41;
Remarks
In the case a pool has no owner widget, a default player controller can optionally be specified allowing greater control in split screen scenarios. The following priority rules are applied when determining the controller which should own created widgets: Controller of owning widget (if set) > Default player controller (if set) > First local player controller from world.