Irrelevant Pixel
  • Introduction / Foreword
  • ↘️Integrating Menu into your game
    • Add to your project
    • Maps and Modes
    • Your Game Instance
    • Play in your Level
    • Turn ON Enhanced Input
    • Mouse functionality
    • Integration completed
  • Getting to know how to use it
    • Creating Page for Options
    • Selector
    • Slider
    • Toggle
    • Keybinder
      • Duplicating Keys
    • Stylizing Interactive Widgets
    • Save your Options
    • End of the Basic Usage Manual
  • Advancing into Internal Structure
    • Core Concepts
    • Page-related things
    • Aspect Ratios + Resolutions
    • Graphics 'Overall Quality'
    • Deeper into (C)Stylizing
    • deleting Dev.Tool
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On this page
  • Primary concept of the Modular Option
  • EssentialSubParts folder
  • Collapsed Graphs in this project
  • Be careful with Toggle animations
  • Stylizing Options Category buttons
  • Confirmation Dialog
  • Audio is not even worth mentioning
  1. Advancing into Internal Structure

Core Concepts

Last updated 9 months ago

Primary concept of the Modular Option

All four Modular Options constructed from the parent widget - Option Base:

Option Base acts as an outer container, and they inherit all of its properties, including functions. However, there is one very important thing to note.

Inside each of those four, there are identical by purpose and therefore by name functions and variables that are categorized and named the same (or at least similarly) and should be perceived as uniform across all Modular Option types:


EssentialSubParts folder

All things inside the Essential Sub Parts folder are never meant to be used anywhere directly, those exist only to be building blocks for the other normal widgets:


Collapsed Graphs in this project

If you ever see in Event Graph that there is something collapsed instead of being a function - then it was deliberately made that way and intended to be used only in this particular place and only by that blueprint.

With such an approach, not just the list of the functions becomes cleaner from the things that were never intended to be used as functions, but it also removes the possibility that other blueprints could accidentally use those things.


Be careful with Toggle animations

Both Toggle widget types are based on animations. Some of that Animations functionality lays on changing certain variables from the blueprint, and with a neat UE trick, also call those Set functions with every animation tick. Be careful with the names for both variable, and its matching Set function.

If you'll go to play with Animations there - Do not mess those up!

Set function animation's trick:


Stylizing Options Category buttons

You've probably already noticed at the beginning of the previous Section when you were creating the Page, that Category buttons were automatically created. Once you want to stylize those - then you simply go and play with WBP_ModularButtonOptionCategory, but here is one issue though. Since those do not exist in the hierarchy tree - the only way to adjust its Slot properties - is to go in Event Graph:


Confirmation Dialog

In case you want to use it for something more then for Window Mode and Resolution, then go to the Page Screen, functions at category Display: Confirmation Dialog, and try recreate using that all as an example.


Audio is not even worth mentioning

There is nothing to be documented really, it is all too simple and basic. Just go to the Page Audio and look at the way I did it all in the graph, everything is very self-explanatory.

https://youtu.be/qt3x64Grlq0?si=idGpZLyGUxKxgIYy