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Blueprint readout layout choices ​

Use the saved example WBP_HUDReadout when the same Title/Detail model needs either stacked prose or a compact status line. It remains an InterfaceForge Entry, using Initialize Entry, On Entry Refreshed and On Entry Released. No plugin source change or separate subclass is needed for this choice. This is an editable example Blueprint, not a required native plugin widget.

Use the option ​

  1. Place WBP_HUDReadout in your screen in Designer.
  2. Select that instance. Under Presentation, leave Inline Detail off for a quest or longer contextual description. Turn it on for a short status caption.
  3. Initialize it with your presentation model through Initialize Entry. Its existing refreshed graph reads Title and Detail; your data source remains responsible for those values.
  4. Size the enclosing region for your content. Test your largest UI/text settings and translated strings. Expected result: the same entry class renders two stacked text regions by default, or Title followed by Detail in one row when enabled.

For a longer title or description, prefer the stacked layout in a bounded InterfaceForge Scroll Box. Keep essential actions outside that reading region. A title need not shrink or lose its FText to remain reachable; preserve the full text and let the region scroll. Scrolling recipe describes the normal engine controls.

When demonstrating another data source, create your own presentation object in Blueprint, set its Title/Detail, then call Initialize Entry on the saved entry. Restore/rebind the original object when the demonstration ends. Avoid overwriting fields that an active gameplay adapter owns and updates. The expanded RPG fixture uses an independent object through this same public contract; no gameplay rules or plugin source edits are needed.

The RPG StatusReadout uses Inline Detail. Its screen's Event Construct sets both Readout Title and Readout Detail → Base Size = 12 → Refresh Appearance. The quest and RTS instances keep the default stacked layout and their existing sizes. Theme and text-size updates still use the configured Base Size.

Actual saved graph ​

InlineDetail is an instance-editable Boolean with default false. Event Pre Construct → Branch (InlineDetail) chooses the following paths:

Property/nodeFalse: stackedTrue: inline
ReadoutFlow → Set OrientationVerticalHorizontal
ReadoutTitle → Set Auto Wrap TextTrueFalse
Title → Slot as Stack Box Slot → Set SizeAutoAuto
Title slot → Set PaddingBottom 6Right 12
Detail → Slot as Stack Box Slot → Set SizeAutoFill, weight 1
Detail slot → Set PaddingBottom 80

The root ReadoutFlow is a normal Stack Box. Set Orientation, Set Padding and Set Size are Blueprint property setters on the Stack Box/Stack Box Slot. Detail retains automatic wrapping. Existing initialization, data refresh and cleanup graphs are unchanged by this layout choice.

flowchart LR
    A[Event Pre Construct] --> B{InlineDetail}
    B -->|False| C[Vertical: title above detail]
    B -->|True| D[Horizontal: title beside flexible detail]
    E[On Entry Refreshed] --> F[Read model Title and Detail]
    F --> G[Set Text on the same two widgets]

The option is applied in Pre Construct. Configure the Designer instance before it is constructed. There is no new automatic runtime toggle/reflow event; mutating the Boolean alone after construction is not a documented live-update workflow. You can extend this example's graph with a reusable refresh event if your game needs one.

Inline titles deliberately do not wrap. A long title can consume the row; use stacked mode for prose or provide more width. This choice prevents cached title wrapping from accidentally producing a second status line and clipping the cooldown icon below it at the tested enlarged settings. It is not a guarantee for arbitrary translations.

Responsive RPG use ​

Canvas → ActionDockFit (Overlay) → ActionDockColumn (Vertical Box) contains the pinned StatusReadout in an Auto slot, followed by the action Scroll Box in a Fill slot. The column's Overlay slot is Fill/Bottom. The old ActionColumn and Wrap Box remain inside the scroll. Status updates therefore remain visible while navigation scrolls the action cards.

The original action entries use Width Override 160 and Min Desired Height 168, with no Height Override. Longer feedback grows the card. The existing 80×80 icon, 62×62 center tint and countdown layers remain intact. Navigation Destination = Bottom or Right, Instant Scroll and the existing Blueprint reveal graph keep longer reasons reachable. At enlarged settings a tall Approach card may scroll its upper icon away while its complete reason is revealed; the focused recovering Ward card's whole icon, tint and countdown fit together.

Runtime record and RPG recipe cover the tested saved graph and limitations. The current shared stacked readout also passes the packaged RTS command/selection/production regression. Physical devices, long localization, broader tooltip placement and newer-engine sample revisions remain unverified here.

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

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