Analyze and optimize the UMG common, panel,
primitive, optimization, special/msc, user created logic.
Based on the image you provided, you have a
clean, dark-mode navigation bar or filter group (likely for a creative tool or
editor). The aesthetic is solid, but "perfecting" UI usually comes
down to refining the subtle details of usability, consistency, and feedback.
Here is a breakdown of how to polish these
specific elements:
1. Visual
Hierarchy & Contrast
Currently, the "Active" state (the PANEL
button) stands out well, but the inactive buttons might be fading too much into
the background.
- Contrast
Ratio: The text on the inactive buttons (like "INPUT" or
"PRIMITIVE") appears quite dark against a dark background. To
reduce eye strain, consider brightening the text color of inactive buttons
slightly (e.g., from 40% grey to 60% grey).
- Borders:
The thin outlines are subtle and nice. Ensure they don't disappear
entirely on lower-quality screens. You might want the active button to
have a slightly brighter border or a "glow" effect to further
distinguish it.
2. Typography
& Readability
- Label
Length: The button labeled "SPECIAL / MISC" is quite crowded
compared to short ones like "INPUT."
- Tip: If possible,
simplify the label to just "MISC" or "SPECIAL." If
you need both, consider if the text size needs to dynamically scale or if
the button width should be fixed to the largest element to create
uniformity.
- Kerning
(Letter Spacing): The spacing between letters looks generous (common in
uppercase UI text). Ensure it is consistent. "OPTIMIZATION" is a
long word; make sure the letter spacing doesn't make it too wide for
smaller screens.
3. Spacing
& Layout (The "Rhythm")
- Padding:
The internal padding (space inside the button around the text) looks
balanced top-to-bottom. Ensure the left/right padding is identical for
every button unless you are using a fixed-width layout.
- Gaps:
The gaps between the buttons seem consistent. If this app is responsive
(meaning the window changes size), decide how these behave: do they wrap
to a new line, or does the container scroll horizontally? Horizontal
scrolling is usually better for toolbars to keep vertical screen real
estate open.
4. Interaction
Feedback (UX)
Static images don't show movement, but
"feel" is a huge part of UI perfection.
- Hover
State: When a mouse moves over "INPUT," does it light up
slightly before clicking? This pre-click feedback confirms the
element is interactive.
- Pressed
State: There should be a subtle visual change (like the button shrinking
slightly or darkening) the instant it is clicked, before the
"Active" state engages.
5.
Categorization Logic
- Grouping:
You have "COMMON," "PRIMITIVE," and "USER
CREATED." Ensure these categories are mutually exclusive so the user
doesn't guess where a tool lives.
- Ordering:
Is this order fixed? "COMMON" usually goes first (left), which
is correct. "USER CREATED" usually goes last, which is also
correct. The logic seems sound here.
Summary Checklist
- Brighten
inactive text slightly for better readability.
- Shorten
long labels ("SPECIAL / MISC") if possible.
- Add
a "Hover" state (e.g., light grey outline) if you haven't
already.
- Verify
consistent padding on the left and right of the text within each button.
Would you like me to suggest specific hex color
codes or CSS/Style settings to improve the contrast?
Based on the interface shown in your image, these
are standard UI Primitives (or Widgets), likely from a game engine
environment like Unreal Engine 5 (UMG).
When discussing these topics—whether you are
explaining them to a developer, a designer, or documenting them for yourself—it
is best to categorize them by function.
Here is how to talk about these elements using
the correct professional terminology:
1. The "Read-Only" Elements (Display)
These widgets are for outputting information to
the user. They don't usually accept direct input.
- Text: Talk about this as
"Strings" or "Labels." It's the most basic way to
convey data (e.g., "Player Name" or "Score").
- Rich
Text Block:
This is "Styled Text." The key talking point here is formatting.
Unlike standard text, this supports markup (like HTML/XML) to change
colors, fonts, or insert icons inline without breaking the layout.
- Image: Often referred to
as "Sprites," "Textures," or "Materials."
You talk about this in terms of visuals—UI backgrounds, character
portraits, or icons.
- Progress
Bar:
Discuss this as "Data Visualization." It translates a numerical
value (usually a float between 0.0 and 1.0) into a visual fill.
2. The "Interactables" (Input)
These are the elements that capture user intent.
You talk about these in terms of Events (what happens when they are
used).
- Button: The primary
"Trigger." You talk about its states: Normal, Hovered,
Pressed, and Disabled. It listens for an OnClick event.
- Check
Box:
This represents a "Boolean" (True/False). You describe it as a
toggle for settings (e.g., "Enable Sound").
- Slider: This represents a
"Range" or "Float Value." It allows users to select a
value along a spectrum (e.g., Volume 0–100%).
3. The "Containers" (Layout)
These widgets don't show data themselves; they
hold other widgets to keep the layout organized.
- Border: A
"Wrapper." You use it to add padding or a background image to a
single child element. It frames content.
4. The "Specialized" Tools
- Web
Browser:
An "Embedded View." This renders HTML content directly inside
your application, essentially opening a window to the internet or a local
HTML file within the UI.
Summary: How to pitch this menu?
If you were describing this specific menu screen
to someone, you would say:
"This is a Widget Palette categorized
by type. It provides the Common building blocks for the UI, offering
both 'Quick Tips' for usage and 'Get Logic' buttons to jump straight into the
visual scripting (Blueprints) for that element."
Based on the new image (labeled PANEL),
you are now looking at Layout Containers.
While the previous screen showed the
"ingredients" (buttons, text), this screen shows the
"plates" and "shelves" that hold them. When talking about
these topics, you shift your vocabulary from content to structure,
hierarchy, and flow.
Here is the professional way to discuss these
specific groups:
1. The "Flow" Controllers (Linear
Layouts)
These manage how widgets sit next to each other
automatically.
- Horizontal
/ Vertical Box:
Talk about these as "Stacks." You don't place items manually
here; you "stack" them left-to-right or top-to-bottom.
- Wrap
Box:
This is for "Responsive Flow." Discuss this when you need items
(like inventory icons) to fill a row and then automatically drop to the
next line when you run out of space.
2. The "Grids" (2D Layouts)
- Grid
Panel:
This is your "Table" structure. You talk about "Rows"
and "Columns" and "Spanning" (making one item take up
two slots). It's flexible.
- Uniform
Grid Panel:
This is specifically for "Inventory Slots." Use this term when
every cell needs to be the exact same size (e.g., a weapon select screen).
3. The "Free-Form" Managers
- Canvas
Panel:
This is the default "Root" container. The key talking point here
is Anchors. You use this to "pin" UI to corners
(top-right, bottom-left) so it works on different screen sizes.
- Overlay: This is for
"Layering" or "Z-Order." Use this when you need to
stack text on top of an image, or a health bar on top of a
character portrait.
4. The "Constraint" Tools
These don't organize children; they bully
them into specific sizes.
- Scale
Box:
Talk about "Aspect Ratio Preservation." This ensures your UI
shrinks or grows without stretching or looking weird.
- Size
Box:
This is a "Clamp." You use it to force a specific width/height
(e.g., "This icon must always be 64x64").
5. The "Interactive" Containers
- Scroll
Box:
Handles "Overflow." If your text is too long, this creates a
"viewport" that clips the content and adds a scrollbar.
- Widget
Switcher:
This is the "Tab Manager." It holds multiple pages but only
shows one at a time. You use it for Main Menus (switching between
Settings, Play, and Credits).
6. The "Optimized" Lists (Crucial for
Performance)
The bottom row (List View, Tile View, Tree
View) is different.
- Terminology: Talk about these as
"Virtualization."
- The
Pitch:
"Unlike a Scroll Box which renders everything (even invisible
items), these views only render what is currently on screen."
- Usage: Use these for long
lists (hundreds of inventory items, server lists, or chat logs).
7. The "Window"
- Viewport: This is a
"Render Target." It allows you to render a 3D scene (like a
character spinning around) directly inside your 2D flat interface.
Summary: How to pitch this specific screen?
"This section provides the Structural
Logic for the application. It ranges from basic Linear Stacks
(Horizontal/Vertical boxes) for simple menus, to complex Virtualization
Lists for handling large datasets efficiently. It also includes Anchoring
tools (Canvas/Scale boxes) to ensure the UI adapts perfectly to any screen
resolution."
Based on the third image (labeled INPUT),
you are looking at Data Entry Controls (often called "Form
Widgets").
While the "COMMON" tab had basic
triggers (buttons), and the "PANEL" tab had layout tools, this
section is dedicated to capturing specific user data. When talking about
these, you focus on Validation (getting the right kind of data)
and User Configuration.
Here is the breakdown of how to discuss these
elements professionally:
1. The "String Capture" Tools (Text
Entry)
The first four items (Editable Text and Editable
Text Box) are for typing.
- The
Distinction:
- Editable
Text:
Talk about this as a "Raw Field." It has no visual box around
it. Use it when you want the text to look like part of a sentence or a
custom UI element.
- Editable
Text Box:
This is a "Styled Field." It comes with the standard
"input box" background and padding automatically.
- Single
vs. Multi-Line:
- Single-Line: For
"Names" or "Passwords." It submits when you hit
Enter.
- Multi-Line: For
"Descriptions" or "Chat Logs." It supports paragraph
breaks (Shift+Enter).
- Talking
Point:
"We use these to capture raw strings from the user. We need to listen
for the OnTextCommitted event to save the data."
2. The "constrained" Inputs (Safe Data)
These widgets prevent users from breaking things
by limiting what they can enter.
- Spin
Box:
This is a "Numeric Scrubber."
- The
Pitch:
"It's better than a text box for numbers because it prevents typos
(like entering letters) and allows for mouse-drag adjustments."
- Combo
Box (String):
This is a "Dropdown" or "Select Menu."
- The
Pitch:
"Use this when the user has a strict set of choices (like
'Low/Medium/High' graphics settings). It eliminates invalid input
entirely."
3. The "Remapping" Tools (Input
Mapping)
The bottom two items (Input Key Selector
& Analog Input Key Selector) are specialized for game settings.
- Input
Key Selector:
Talk about this as the "Rebinder." It listens for any key
press (A, Space, Escape) and saves it. Essential for "Controls"
menus.
- Analog
Input Key Selector: This is for "Axis Mapping." It detects
controller triggers or thumbstick movements specifically.
Summary: How to pitch this specific screen?
"This section contains the Form Controls
for user data entry. It covers everything from basic String Capture
(text boxes) to Input Validation tools (Spin Boxes/Combo Boxes) that
ensure we get clean data. It also includes the specialized Input Mapping
widgets needed to build a robust 'Controls' or 'Settings' menu."
Based on the fourth image (labeled PRIMITIVE),
you are looking at Fundamental Utilities.
In UI development, "Primitive" doesn't
mean simple; it usually refers to Low-Level building blocks. These are
the tools you use to solve specific technical problems—like bridging code
languages, managing empty space, or handling popups.
Here is how to discuss these topics
professionally:
1. The "Code Bridge" (Advanced
Integration)
- Native
Widget Host:
This is the most technical tool here. You describe this as a
"Wrapper" or "Bridge."
- The
Concept:
In engines like Unreal, there are often two UI layers: the high-level
visual designer (UMG) and the low-level code (Slate/C++).
- The
Pitch:
"This allows us to embed highly optimized C++ Slate widgets
directly into our visual layouts without having to rewrite them in
Blueprints."
2. The "Layout Hygiene" Tool
- Spacer: This is a
"Structural Shim."
- The
Usage:
"Instead of messing with complex padding or margin settings on every
single button, we drop a Spacer in to force a specific gap."
- Key
Term:
Non-Rendered. It takes up space but costs almost nothing to draw
because it's invisible.
3. The "Indeterminate" Loaders (UX)
- Throbber & Circular
Throbber: These are "Busy Indicators."
- The
Distinction:
Unlike a Progress Bar (which shows 0% to 100%), these are Indeterminate.
- The
Pitch:
"We use these for asynchronous tasks (like 'Connecting to
Server') where we don't know exactly how long it will take, but we need
to tell the user the app hasn't frozen."
4. The "Context" Manager
- Menu
Anchor:
This is a "Spawn Point."
- The
Concept:
This widget doesn't look like anything on its own. It defines the exact
X/Y coordinate where a new piece of UI should appear.
- The
Usage:
"This is the logic behind Context Menus (right-click menus)
or Dropdowns. It acts as the anchor point to generate popup content
dynamically on top of the existing UI."
Summary: How to pitch this screen?
"This section contains the Low-Level
Primitives needed for advanced UI implementation. It provides Interop
tools for using C++ code (Native Widget Host), Layout shims for
clean spacing (Spacer), and essential UX feedback tools for loading
states (Throbbers) and dynamic popup management (Menu Anchors)."
Based on the fifth image (labeled OPTIMIZATION),
you are looking at Performance & Rendering Control widgets.
This is the most technical section of the UI
toolkit. When you talk about these topics, you stop talking about
"design" and start talking about "Frames Per Second"
(FPS), "Draw Calls," and "GPU Cost." These tools are
used to fix lag or ensure the game runs smoothly on lower-end devices.
Here is the professional vocabulary for
discussing these specific elements:
1. The "Cache" Manager
- Invalidation
Box:
Talk about this as "Geometry Caching."
- The
Problem:
Normally, every single button and text block redraws itself every single
frame (60 times a second). That is expensive.
- The
Solution:
"We wrap our static menus (like the Inventory) in an Invalidation
Box. This tells the engine to paint it once and 'cache' the result. It
won't redraw again until we explicitly tell it to."
2. The "Render Buffer" (Advanced
Control)
- Retainer
Box:
Talk about this as "Frequency Culling" or "Post-Process
Effects."
- Usage
A (Performance): "We use this to decouple the UI framerate
from the game framerate. Even if the game runs at 144Hz, the Minimap only
needs to update at 30Hz. The Retainer Box enforces that limit to save
power."
- Usage
B (Visuals):
"Since this renders children to an offscreen buffer first, this is
the only way to apply a 'Shader' (like a glitch effect or sepia tone) to
a group of UI widgets."
3. The "Expensive" Effect
- Background
Blur:
Talk about this as a "Fill-Rate Heavy" effect.
- The
Visual:
It creates the "Frosted Glass" look (Gaussian Blur) behind a
window.
- The
Warning:
Always mention the cost. "This looks great for creating Visual
Hierarchy (making the popup stand out), but it is very expensive on
the GPU. We should never animate the blur strength radius if we can avoid
it."
4. The "Platform" Compliance Tool
- Safe
Zone:
Talk about this as "TRC Compliance" (Technical
Requirements Checklist) or "Hardware Adaptation."
- The
Pitch:
"This automatically detects if the game is running on an iPhone with
a 'Notch' or a TV with 'Overscan' issues. It forces the UI inward so
buttons never get cut off by the edge of the physical screen."
Summary: How to pitch this screen?
"This section contains the Optimization
Tools required to ship a performant game. It includes Invalidation Boxes
to reduce draw calls on static content, Retainer Boxes to throttle
update ticks on heavy widgets, and Safe Zones to ensure our UI works on
every device from mobile phones to 4K TVs."
Based on the final image (labeled SPECIAL /
MISC), you are looking at Specialized Patterns & Editor Tools.
This tab is a mix of high-level architectural
tools and widgets specifically designed for building development tools
(like a custom level editor) rather than just standard game menus.
Here is the professional vocabulary for
discussing these advanced elements:
1. The "Template" Enabler
(Architecture)
- Named
Slot:
Talk about this as "Content Injection."
- The
Problem:
You want to make a generic "Window" widget with a nice border
and a close button, but you want to reuse it for the Inventory, the
Settings, and the Character Sheet.
- The
Solution:
"We place a Named Slot in the center of our generic Window.
This creates a 'hole' that we can inject any other widget into
later. It allows us to separate the Container logic (the window
frame) from the Content logic (the specific menu)."
2. The "Reflection" Tools (For
Developers)
- Details
View
& Property View: Talk about these as "Editor Utility
Widgets" or "Auto-Generated UI."
- The
Concept:
These widgets use Reflection (the engine's ability to read its own
code). They look at an object (like a Character) and automatically
generate the UI for its variables.
- The
Pitch:
"Instead of manually building a slider for 'Health' and a text box
for 'Name,' we just drop a Details View and point it at the
player. It auto-generates the entire property inspector. This is
incredibly powerful for building Debug Menus or custom tools for
our level designers."
3. The "Interaction" Enhancers
- Expandable
Area:
Talk about this as "Progressive Disclosure."
- The
UX Principle:
Users get overwhelmed by too many options.
- The
Usage:
"We use this to hide advanced settings behind a dropdown header. It
keeps the UI clean while still keeping complex options accessible if
needed."
- Radial
Slider:
Talk about this as "Gamepad Optimization."
- The
Usage:
"Standard sliders work great for mice, but Radial Sliders are
better for game controllers (joysticks). They mimic the physical motion
of a thumbstick."
4. The "Thread-Safe" Loader
- Async
Image:
Talk about this as "Non-Blocking Asset Loading."
- The
Problem:
If you try to load a massive 4K texture on a normal Image widget, the
game might "hitch" (freeze) for a few frames while it loads
that file from the disk.
- The
Solution:
"Async Image loads the texture on a background thread. The game
keeps running smoothly, and the image just pops in once it is fully
ready."
Summary: How to pitch this screen?
"This section covers Specialized &
Architectural tools. It includes Named Slots for creating reusable
widget templates, Async Images for hitch-free loading, and powerful Reflection
Views (Details/Property) that allow us to build complex Debug Tools and
Level Editors rapidly without manually designing every single input
field."
Based on the final image (labeled USER CREATED),
you are looking at Widget Architecture & Best Practices.
This section is different from all the others.
The previous tabs showed you widgets you can drag and drop. This tab is
about how you build your own widgets. When you talk about these topics,
you are discussing Software Engineering principles applied to UI:
encapsulation, APIs, and lifecycle management.
Here is the professional vocabulary for
discussing these advanced concepts:
1. The "Public Interface"
(Communication)
- Event
Dispatchers:
Talk about this as "Loose Coupling" or the "Observer
Pattern."
- The
Concept:
Instead of a child widget directly talking to a parent (which creates a
"hard dependency"), the child just shouts "I was
clicked!" and doesn't care who is listening.
- The
Pitch:
"We use Event Dispatchers to define the 'Output' signals of
our widgets. This ensures our 'Inventory Item' widget can be reused
anywhere because it doesn't need to know it's inside an 'Inventory
Screen'."
- Exposed
Variables:
Talk about this as the "Widget API" or "Inputs."
- The
Pitch:
"By marking variables as 'Instance Editable' and 'Expose on Spawn,'
we define the required data contract. A Health Bar widget must be
given a Player reference when it is created."
2. The "Common UI" Framework (Advanced
Input)
- Common
User Widget:
Talk about this as "Cross-Platform Support."
- The
Context:
This comes from the "CommonUI" plugin, which is standard for
modern Unreal projects.
- The
Pitch:
"We subclass Common User Widget instead of the standard User
Widget because it handles 'Input Routing' automatically. It knows how to
interpret the 'Face Button Bottom' on a PS5 controller versus the 'A'
button on an Xbox controller."
- Activatable
Widget:
Talk about this as "Focus Management."
- The
Problem:
When you open a popup, the game needs to know that the controller should
now drive the popup, not the menu behind it.
- The
Solution:
"An Activatable Widget automatically captures input focus
when turned on and releases it when turned off. It manages the 'Input
Stack' for us."
3. The "Editor Experience" (Quality of
Life)
- Pre-Construct
Function:
Talk about this as "Design-Time Logic."
- The
Pitch:
"We put logic here to update the visual preview in the editor. If we
change a button's color variable, Pre-Construct runs immediately
so we can see the change without having to press Play."
- Custom
Palette Category: Talk about this as "Project Organization."
- The
Pitch:
"As our library of custom widgets grows, we organize them into
specific Palette Categories (like 'RPG Controls' or 'HUD
Elements'). This keeps the designer's workspace clean and
efficient."
Summary: How to pitch this screen?
"This section defines our Widget
Architecture. It establishes how widgets communicate via Event
Dispatchers (Outputs) and Exposed Variables (Inputs). It also adopts
the CommonUI Framework (Activatable Widgets) for robust cross-platform
input management, and enforces Editor-Time standards
(Pre-Construct/Palette Categories) to ensure a smooth workflow for our
designers."
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