BeginnerCrimsonUI~35 min9 lessons

UI Foundations

From an empty project to a working HUD, pushable screens, and confirmation dialogs on the CommonUI layer stack.

What you'll learn

  • Understand the policy → root layout → tag-keyed layers architecture
  • Set the three boot classes (Game Instance, Local Player, Viewport Client) that make the layout exist
  • Give CommonUI its Click and Back input actions
  • Register UI layers and build the root layout
  • Push a HUD layout onto UI.Layer.Game for the local player
  • Push and pop screens with per-widget input routing
  • Show confirmation dialogs through the messaging subsystem

Curriculum

  1. 1How CrimsonUI Is WiredA policy creates one root layout per player; screens push onto gameplay-tag-keyed layers.2 min
  2. 2Enable the PluginTick CrimsonUI (and CrimsonCommon), restart, and add the modules in a C++ project.2 min
  3. 3Set the Boot ClassesGame Instance, Local Player, and Viewport Client — the three classes that make the layout exist at all.5 min
  4. 4Give CommonUI Click & Back ActionsTwo Input Actions and three ini lines — the universal confirm/cancel every CommonUI widget expects.3 min
  5. 5Register Layers in a Root LayoutDefine UI.Layer tags, build the root layout Blueprint, and register a stack per layer.5 min
  6. 6Create the Policy & Point Settings At ItThe policy spawns your layout per player; DefaultUIPolicyClass makes it the project's policy.3 min
  7. 7Push Your HUDA CrimsonHUDLayout pushed onto UI.Layer.Game when the local player is ready.4 min
  8. 8Push Screens with Input RoutingActivatable widgets declare their own input mode — push a pause menu that routes input correctly for free.5 min
  9. 9Show a Confirmation DialogYes/No and OK/Cancel dialogs through the messaging subsystem — one async node, one result enum.4 min