Pages in Documentation
Settings
UI3 Overview
[old] Doors UE5
Quick Guide 2026
Quick Start
Swap Actor
Custom Assets
System Drawings
Guide 2022
Tips & FAQ
Guide 2024
Fix Bugs
FAQ
Cost Tracking
Modes
Other Features
Designer
Edit Scene
Var Actor
New in 2026
Multi-Unit-Prj
Google Sheets
Data Tables
Video Guides
Quick Videos
Designer
Cost Tracking
Widget Panels
Quick Guide
Scene Settings
Connect BP
VR projects
Version History
F. w. Preview
Fix Known Bugs
UI Settings
UI Layout
Gamemode
FAQ + TIPS
Quick Guide
V4 Functions 2
V4 Functions P1
V4 Quick Guide
Ver History
V3 Placements
V3 Mesh Def.
V3 Segments
V3 Quick Start
Books V2
Books V1
Custom Assets
Additional Assets
User Guide
Swap Actor
FAQ + TIPS
Doors UE4 (V1)
3.1 Bugs Fixes
Ver History
V2 Generic BP
V2 Examples
V1 Railings Fences
UI 1 - Part 1
UI 1
Ui 1 - Part 2
1 Overview
UI2 Features
UI2 Get Started
UI2 Info Map
UI2 BP Actors
UI2 User Manager
UI2 FAQ
UI2 Tutorials
UI3 Overview
Getting Started
3.1 Info Map
Variation Actor
Blueprints
UI Design And Settings
User Interface Layout and Design. Everything about the menu layout and how to create it.
Content:
Vertical Panel Position
This is where the first panel is placed. The distance is measured from the left or right top corner.
Vertical Margin
The distance is multiplied by the button ID and then added to the vertical panel position. The panels will move incrementall down. The panels won't move if the value is 0.0.
Hide Main Menu Names
All menu names can be hidden in the UI Panel Design section

Example
Light Colors on Semi Beige used in the demo level for gamepad (controller) input.
The image should be self explaining for most colors
- Text is for all text in the UI not in Focus.
- Focus is for headers and marker elements highlighting the element in focus.
- Background is for all panels. The main menu button background can be different. Alpha values less than 1.0 make the background transparent.
- Frames have an outer Frame and a Frame Gap between frame and image.

Menu Icons
All menu icons live in the Icons Data table assigned in the Acvanced section. They are categorized into 4 groups: Menu, Buttons, Settings, and Data. Hit Icons show in the Edit Mode Widget, Specs and BR icons are for the Unit Info.
Controller Hint Icons
These icons are specific to the input controls and live in the Controller Icons Data table.
Controller Icons Row Name
The row name is set initially from the Intended Use Preset in the General Settings It can be manually changed here for the different VR controllers.
Icons can be replaced in the data table. The UI selects the icon by its ID and row name. Icons can't be deleted and icons can't be added as the UI wouldn't find them anymore.

Text Font Family
The font set here will affect all text in the UI. There are a few text fonts available in the folder UI / ETC / FONT.
Custom Fonts
Unreal can use other custom fonts. They need to have the following style members
- Default
- Bold
- Italic (currently not used anywhere)
Google Fonts offers many free fonts for many languages. I personally haven't found a way to import fonts that have dynamic sizing and weight. Old school fonts are easy to import.











Top of page