Unreal UI - barsandcat/HMS-Sunflower GitHub Wiki

Under the hood every thing is slate

UMG is blueprint firedly widgets

CommonUI is extension of UMG with support of controller input.

Cardinal navigation is a must have.

Its generic system that implements behaviours like you pressing down in a list, and focus jumping to the top of the list, because that was last element. Or obvious forward and back - actions.

Input

https://www.exportgeometry.com/blog/input-routing-deep-dive https://dev.epicgames.com/documentation/en-us/unreal-engine/input-fundamentals-for-commonui-in-unreal-engine

OS -> Slate -> Viewport|CommonUI -> PlayerController -> EnchancedInput.

CommonUI

Well, Common UI actually duplicates functionality of enhanced input to some extent. But there is experimental support for their combination.

Common UI elements have concept of being active - i.e. reviving input. So just like salte widget common ui widgets form a tree, and route input to higher z order elements, plus input is filtered only to active widgets - combination of both concepts makes implementing sane ui behavior easy.

Common UI injects itself into input chain very high up - at CommonGameViewportClient - before enchanced input.

Despite Common UI being higher that enhanced input, they do allow you to create IMC that is then used by common UI. Its fucking cumbersome, but may be usable enough (after all there is limited amount of actions you need in game, so pain will be limited).

Layouts

How work with UMG layouts https://www.youtube.com/watch?v=kTg2Le6QwrQ https://joyrok.com/UMG-Layouts-Tips-and-Tricks

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