Appearance
API and result handling
Use the public Blueprint contracts below to compose your interface. Their detailed recipes include node names, setup and expected behavior. The code and Blueprint scheme lists the implementation and reflected declarations.
Find an API by task
| Task | Public entry point | Guide |
|---|---|---|
| Create the UI and open screens | IFLocalPlayerSubsystem → Create Root; IFRootLayout → Push Screen | Game setup |
| Compose settings pages and controls | IFSettingsMenu, IFSettingDefinition, IFSettingRow | Tabbed settings |
| Replace presentation and entries | IFTheme, IFScreen, reusable entry contracts | Blueprint customization |
| Present input-aware prompts | IFActionPrompt; IFRemappingSubsystem | Controls, glyphs |
| Show dialogs and loading | IFDialogData; Push Screen Async | Dialogs, loading |
| Read gameplay data and request actions | Get UI Model (Message); Request UI Action (Message) | Presentation sources |
| Post feedback | IFNotificationSubsystem → Post Notification | Notifications |
Handle results explicitly
UIForge does not use one universal error enum. Check the actual return value or completion pin of each operation. Keep validation and gameplay authority in your game or adapter.
| Operation | Result | Expected handling |
|---|---|---|
| IFSettingsSubsystem → Apply | Boolean and Failure Reason | On false, retain the editing session and show the reason. Do not show a saved message. |
| IFRemappingSubsystem → Begin Edit, Stage Key Mapping, Validate Pending, Apply | Boolean and Failure Reason | Branch on success. Present rejected keys/conflicts; only report applied after Apply succeeds. |
| IFRemappingSubsystem → Get Registered Mapping | Boolean and Mapping | Use the Mapping only when found. Register the Enhanced Input player-mappable context first. |
| IFDialogData → On Completed | EIFDialogResult: Confirmed / Cancelled | Perform the caller's action only on Confirmed. Back resolves as Cancelled. |
| Push Screen Async | Ready / Failed / Cancelled, with Screen and Reason | Use Screen on Ready; show failure feedback on Failed; treat Cancelled as a normal end. |
| Get Load State | EIFScreenLoadState: Loading / Ready / Failed / Cancelled | Use for state presentation. A cancelled request prevents its late screen push. |
| Request UI Action (Message) | Accepted Boolean | Present refusal as normal feedback. Acceptance is not a promise that asynchronous gameplay has finished. |
For a settings menu, let IFSettingsMenu own the combined editing workflow. Do not start competing transactions from every row. Custom providers must implement validation, preview, persistence and restoration through their public contract; settings composition explains rollback limits.
Verification and compatibility
See current product status and current verification for checks actually performed and remaining limits. An API declaration does not certify a platform, physical controller, multiplayer mode or engine version.