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Safe areas and responsive Blueprint layouts ​

Use Create Root with IFRootLayout for the default root. Its engine Safe Zone wraps HUD, Menu and Modal stacks and the notification host. Unreal supplies the safe margins; InterfaceForge keeps screen ownership, focus and navigation in CommonUI. UI scaling and text scaling remain separate user preferences.

For a Designer-authored IFRootLayout subclass, put a Safe Zone at the root, with an Overlay containing your CommonUI stacks. A custom Designer tree replaces the native tree; it must include its own Safe Zone. WBP_ForgeFlowRoot demonstrates this. Event On Initialized → Register Layer registers HUD/Menu/Modal stacks; see Blueprint customization. Keep Pad Left/Right/Top/Bottom enabled for edges you protect; leave the content slot's Safe Area Scale at1unless your platform design requires otherwise. The same public engine properties remain editable in Blueprint.

Anchor HUD docks within the safe content. Use Scale Box (Scale To Fit / Down Only) for bounded menu cards, Scroll Box for long prose, and separate pinned Apply/Cancel/Interact/Back controls from scrolling text. Reusable semantic text and theme components retain the user's enlarged text; resolve clipping through layout before reducing text size.

The original RPG context panel uses a Canvas slot with minimum anchor(.58,.48), maximum(1,1). The neighboring ActionDockFit ends atX.58. These Designer settings provide more room for the interaction heading under enlarged text/insets, without replacing its entry, fonts, input prompt or graphs. Change those anchors/layout classes normally in your own Blueprint. The action Wrap Box can form a scrollable column at narrow/enlarged sizes; focused actions scroll into view. Ward remains operable, including recovery/countdown and the same center tint. RPG composition.

Decorative full-screen art or a backdrop can be outside the Safe Zone in a custom root, while its interactive stacks remain inside. Safe Zone is a layout constraint, not a replacement for localization, font coverage, overflow handling or accessibility testing. Long descriptions may scroll; keep key action labels and initial-focus controls readable.

Safe-area runtime evidence identifies actual engines, viewport sizes, source/package interactions, simulated inset profiles and limits. Windowed Win64 simulation is not physical mobile/console notch certification. Physical controller/touch checks remain deferred. The internal QA preview overrides are test setup, not required Blueprint authoring or project settings.

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

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