Skip to content

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 ​

TaskPublic entry pointGuide
Create the UI and open screensIFLocalPlayerSubsystem → Create Root; IFRootLayout → Push ScreenGame setup
Compose settings pages and controlsIFSettingsMenu, IFSettingDefinition, IFSettingRowTabbed settings
Replace presentation and entriesIFTheme, IFScreen, reusable entry contractsBlueprint customization
Present input-aware promptsIFActionPrompt; IFRemappingSubsystemControls, glyphs
Show dialogs and loadingIFDialogData; Push Screen AsyncDialogs, loading
Read gameplay data and request actionsGet UI Model (Message); Request UI Action (Message)Presentation sources
Post feedbackIFNotificationSubsystem → Post NotificationNotifications

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.

OperationResultExpected handling
IFSettingsSubsystem → ApplyBoolean and Failure ReasonOn false, retain the editing session and show the reason. Do not show a saved message.
IFRemappingSubsystem → Begin Edit, Stage Key Mapping, Validate Pending, ApplyBoolean and Failure ReasonBranch on success. Present rejected keys/conflicts; only report applied after Apply succeeds.
IFRemappingSubsystem → Get Registered MappingBoolean and MappingUse the Mapping only when found. Register the Enhanced Input player-mappable context first.
IFDialogData → On CompletedEIFDialogResult: Confirmed / CancelledPerform the caller's action only on Confirmed. Back resolves as Cancelled.
Push Screen AsyncReady / Failed / Cancelled, with Screen and ReasonUse Screen on Ready; show failure feedback on Failed; treat Cancelled as a normal end.
Get Load StateEIFScreenLoadState: Loading / Ready / Failed / CancelledUse for state presentation. A cancelled request prevents its late screen push.
Request UI Action (Message)Accepted BooleanPresent 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.

UIForge v0.1.0 · Blueprint and C++ development documentation.

Enlarged documentation image

Enlarged documentation image