User Interface

A modular, Common UI-based framework for real-time visualization.

1. Overview & Common UI

The AVE II User Interface is built upon Unreal Engine’s Common UI Plugin.

Common UI is a framework designed to handle complex widget hierarchies and layer management. In this project, we utilize it primarily to standardize our widget base classes and manage the activation states of our UI layers.

  • Base Class: Most UI elements in the project inherit from CommonUserWidget.
  • Documentation: For a deep dive into the underlying plugin, please check Unreal Engine’s Common UI Documentation.

⚠️ Important: Please make sure the Common UI plugin is enabled. If it is disabled, you will encounter Blueprint compilation errors throughout the project.

To enable the plugin, navigate to: Edit > Plugins > Built-In (left scroll menu) > UI > Common UI Plugin (check “Enabled”).

2. Input & Navigation Logic

Common UI is often used for complex gamepad navigation trees (“Input Routing”). On the other hand, AVE II is a mouse, keyboard, and touch-centric visualization tool. Therefore:

  • Navigation: We do not utilize the controller-based “Navigating Menus” or complex input routing features.
  • Activatable Widgets: We do extensively use the Activatable Widget functionality. This allows us to cleanly activate and deactivate specific UI containers (like the Game Menu), ensuring they are properly registered by the system.

3. Architecture

The UI hierarchy is structured around a central stack that manages the transition between application states.

The Master Stack (WBP_Master_Stack)

📂 Location: AVEII > UI > Menus

The root of the user interface is handled by the WBP_Master_Stack.

  • Initialization: This stack is created and added to the viewport directly by the Player Controller (BP_AVE_PC).
  • Flow: Its primary role is to push the WBP_Startup_Menu. Once the intro sequence ends, the Player Controller triggers the stack to Activate the main workspace: WBP_Game_Menu.

The Primary Workspace (WBP_Game_Menu)

📂 Location: AVEII > UI > Menus

The WBP_Game_Menu acts as the central hub where the user spends the majority of their time. Unlike a traditional game HUD, this serves as the main application window, containing the toolsets and panels required for real-time visualization.

For a detailed breakdown of the workspace layout and panel logic, please visit the Game Menu (WBP_Game_Menu) page.

4. Visual Style & Material Inheritance

Following the design patterns established by the Lyra example project, AVE II minimizes the use of static textures in favor of Material-based UI.

  • Dynamic Styling & Animation: UI elements utilize dynamic materials rather than static images. This allows us to animate borders, as well as hover and selection states of buttons, directly within the material shader. The result is a fluid and dynamic user experience that feels alive and responsive.
  • Inheritance: These materials are designed to inherit design parameters (such as color, opacity, and roughness) from their parent widgets. This creates a hierarchy where global style changes propagate automatically to child elements.

related documentation

Configuring Project Settings

Configuring Project Settings To ensure AVE II functions correctly, you must verify specific project settings. These configurations establish the communication backbone between the UI and your Blueprint logic. Note: The BP_AVE_GI class is essential for handling global communication and persistent data between the UI and gameplay elements.

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Getting Started

Welcome to AVE II, a real‑estate visualization experience built in Unreal Engine 5. This guide helps you quickly understand the core systems, navigation, and workflow so you can begin integrating AVE II into your project or exploring its features. Overview AVE II provides an intuitive, high‑quality exploration system designed for

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POI Basics & Custom Tags

Get started with interactive navigation in AVE II. This beginner-friendly guide covers the essentials of placing BP_POI_Generic actors, customizing info panels with text and images, and organizing your locations into simple categories using tags.

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Framework

This section explains the core structure of AVE II. It covers which systems manage data, how responsibilities are split up, and how different parts of the project communicate with each other. These pages are designed to help you understand where to modify or add Blueprint logic. They explain which classes

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Game Instance (BP_AVE_GI)

The Game Instance (BP_AVE_GI) acts as the central mediator in AVE II. It owns a persistent runtime state, coordinates communication between systems, and ensures that gameplay logic, UI, and data remain decoupled. Roles and Responsibilities The BP_AVE_GI manages high-level orchestration across the framework. Its primary duties include: Implementation Examples The

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