Render UMG widget
Widgets can be useful when you want to show some stats for debugging or make an animated picture/text on the viewport/output. In this guide we will show you how to use Pixotope Widget renderer.
Create widget
Right click in the Content Drawer
Add a "Widget Blueprint" under User Interface
Note: the "Editor widget blueprint" under Editor Utilities does not work in Live mode, if there are animations involved

Select "User Widget" in the upcoming dialog

Editor Utility Widget and Editor Utility Blueprint are for debugging purposes only. They do not render in Preview Live/LIVE mode!

Rename it, in our case UI_Outro
Create the widget you like
Learn more about how to create user interfaces → https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-user-interfaces-with-umg-and-slate-in-unreal-engine

Click "Create Binding" on a widget so that we can tweak it in another Blueprint

This creates a function and switches to the Graph page
In the graph view, click the Return Value and select Promote to variable


Compile and save the widget blueprint
Repeat this process with other widgets that you want to control from another Blueprint.

Control variable
Fine tune the widgets in the widget blueprint
Go to Pixotope World Settings > UMG > User Widgets and add our widget blueprint

Create an actor Blueprint and rename it (in this case BP_WidgetControl)
Create logic for widget control
Be sure to add a delay node before getting widgets, as the UMG system takes more time to start
If you want to show a widget in the final output, please use the "Get Widget" node to get the Pixotope UMG widgets.
Don’t use "Get all widgets of class" or "create widget+add to viewport” as they are debug widgets only. They won’t be rendered to the output.

You can build complex logic to drive this text widget. For example, use a custom event to send text from an Array one by one to Text widget.