Improved Two-Handle Range Slider

GIF showing a two-handle range slider in Unreal Engine UMG, with the mouse hovering over the bar and handles, triggering hover and pressed visual states.

Enhanced the two-handle range slider with proper hover and pressed states for both the slider bar and the handles. This provides clearer visual feedback during interaction and improves overall usability.

Improved: Folder Structure

We reorganized the project folders to improve navigation and maintenance. Assets now follow Unreal Engine standards and are grouped by purpose and subsystem, keeping related content together and reducing clutter.

Vertical Plane Camera Navigation

illustration showing a camera facing a vertical plane with directional arrows pointing up, down, and right. Represents camera navigation across a vertical surface.

Added support for camera movement along the ZX plane using the middle mouse button. This is especially helpful while moving up and down along tall structures and building facades.

Improved: Divider Styling with Custom Material

Side-by-side comparison of two UI dividers in Unreal Engine. The top one uses a UMG border and looks pixelated. The bottom one is using a custom material-based divider with improved styling.

Replaced UMG borders with a custom material to enhance visual quality, styling, and flexibility for slim UI dividers. Unreal Engine’s default borders often appeared pixelated when used with narrow elements. The new material resolves this issue and supports real-time control over sharpness, color gradients, and dynamic adjustments during play.

Unit Status as Strings

Blueprint node in Unreal Engine 5 mapping string-based availability status to a Linear Color.

Replaces unit status fields (e.g., availability) from enums to raw strings, enabling direct imports from CSV, Google Sheets, or CRM systems without additional mapping.

Synchronized Hover States for Labels

GIF showing mouse cursor hovering over list buttons in the AVE II, with matching POI labels in the 3D scene reacting simultaneously to reflect the hover state.

Two-way communication between UI list items and POI labels. When a button is hovered in the list, the corresponding POI label reflects the hover state, and vice versa. The Game Instance acts as a centralized mediator for synchronized visual feedback.

Expandable POI Labels on Hover

Mouse cursor hovering over a POI label in AVE II, with the label expanded to reveal the full name.

Hover-based label behavior for POIs. When the user hovers over a screen space label or POI geometry, the label expands to reveal the full name, improving readability without cluttering the scene.

Auto Input Detection & Mapping Context Management

Implemented dynamic input method detection (Mouse, Touch, or Gamepad) using the Common Input Subsystem, which automatically applies the appropriate Input Mapping Context based on the active input type. This prevents input conflicts (e.g., touch being recognized as mouse input) and allows for easier management of input logic.