CrimsonUI · Lesson 1 of 9
How CrimsonUI Is Wired
Before you start
- The CrimsonCommon — Setup & Foundations course
- Unreal Engine 5.8+
Chapters
The architecture
CrimsonUI is a game-agnostic UI foundation built on Epic's CommonUI. A policy creates one root layout per local player; the layout registers layers keyed by gameplay tags (UI.Layer.Game, UI.Layer.Menu, …); and your screens push onto those layers. Every pushed widget declares how input routes — game, menu, or both — so 'menu open, game input off' stops being manual bookkeeping.
Around that core it ships dialogs, MVVM bases, world-space indicators, context menus, tabs, lists, drag-drop, and touch input — every class a base to subclass, none of it game-specific.
Dependencies
Needs one Crimson plugin — CrimsonCommon (the policy/layout base layer actually lives there) — plus engine plugins CommonUI, EnhancedInput, GameplayAbilities, and ModelViewViewModel, which the editor enables for you.
What we'll build
- Enable the plugin
- Set the three boot classes
- Give CommonUI its Click and Back actions
- Register layers in a root layout, wired to a policy
- Push a HUD, then screens and dialogs