You can shave off a few seconds of finding a widget asset by directly providing “Edit this widget” button to your widgets. Clicking the button opens the asset editor with that given widget:

Firstly, we will create a C++ blueprint function that will open our widget with editor:

The magic is hidden in “WidgetCreatedBy”, which holds a reference to the asset responsible for “generating” our editor widget window.

You need to add modules “UMG”, “UMGEditor”, “EditorScriptingUtilities”, “UnrealEd” so that the code can be compiled.

Secondly, we will call the function on click event of a button:

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When you want to share a quick preview of your animation in Houdini, it’s better to export a playblast (recording of the viewport), rather than wait for a lengthy render.

An example of playblast converted to GIF

A step by step explanation follows:

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