Appearance
Original miniature scenes and replaceable UI
Historical examples below. The active UE5.8.3 product examples are Emberfall and Ironfront, opened through ForgeGateway. See the current gallery, public authoring workflow and current status.
ForgeOutpost and ForgePilgrimage use independently authored miniature scenes to give their interfaces a recognizable playable context. Their presentation uses Unreal's BasicShapes meshes and the original M_OutpostPalette material; no Game Master/Sakura artwork, meshes, textures or animations are included. Game Master's design remains exclusive. The specifically requested Sakura cooldown is an independently reproduced UI behavior, with separate provenance in CENTER_TINT.md.
The scene art belongs to the example, not the InterfaceForge runtime. ForgeSceneArt adds decorative, noncolliding mesh components to the existing sample characters and configures a stable camera/fill light. Stonework, plinths and landmarks give the scenes a deliberate composition. The decoration moves with the existing actors; recruited scouts receive the same presentation. It adds no equipment, item, combat or authority system. Existing selection/command/quest/interaction/cooldown data remains the adapter's responsibility.
Customize the interface first
Open the saved WBP_AshenMainMenu, WBP_AshenRTSHUD, WBP_EmberRPGHUD and their entries in Designer. They use the same public InterfaceForge screens, theme widgets, entry/model lifecycle, loading, prompts, settings, tooltips and notifications as your project. Change the theme/widget classes/layout/animations/data source there; scene art does not own those decisions. See BLUEPRINT_RECIPES.md, BLUEPRINT_CUSTOMIZATION.md and BLUEPRINT_MENUS_HUD.md.
To use another environment, keep these UI classes and supply a source implementing IFDataSource. Your source returns stable models through Get UI Model, updates them through Notify Data Changed, and validates requests from Request UI Action. You can use your own Blueprint source instead of the sample's local actor adapters. No plugin-source changes or particular camera/game controller are required by the UI toolkit.
flowchart LR
G[Your gameplay or example adapter] --> D[IFDataSource and stable presentation models]
D --> W[Public Blueprint screens and entries]
G --> A[Your world art and camera]
T[IFTheme] --> W
Example-only art controls
M_OutpostPalette exposes Tint. Use a Dynamic Material Instance and Set Vector Parameter Value to recolor your own geometry. The provided character torso components share their body material so the existing RTS selection tint still reads consistently; decorative cloth/boots retain their own colors. These are ordinary engine materials/components, not an InterfaceForge avatar or equipment feature.
The sample adapter exposes its Camera reference. Normal Unreal Camera Component/post-process controls can replace the example's exposure, orthographic view and presentation. The current art pass uses fixed manual exposure, disabled motion blur, a subtle vignette, one main directional light and a shadowless movable point fill. Epic's point-light documentation explains mobility, attenuation and falloff controls. Those choices are sample presentation, not a project-wide graphics-settings override.
The native example art helper is optional source code for these two scenes; it is not essential hidden UI behavior. Build your own level/camera/actors in Blueprint and retain the documented UI source contract. Do not rerun internal example-authoring tools over customized assets: duplicate the example widgets into your project and author there normally.
Runtime, packaged/viewport/input scope, visual failures and remaining gates are in Evidence/SCENE_ART_RUNTIME.md. The scenes are deliberately small interactive UI backends, not complete RTS/RPG games or multiplayer demos.