claw-code/.guardrails/examples/cpp/unreal-ui
Claude 2d62b470f6 fix(tui): add guardrails as files instead of submodule
Embedded repo was committed as submodule (160000). Now includes all
guardrails files directly for full in-repo reference.

Authored by TheArchitectit
2026-06-11 18:29:45 -05:00
..
CommonUI.cpp fix(tui): add guardrails as files instead of submodule 2026-06-11 18:29:45 -05:00
README.md fix(tui): add guardrails as files instead of submodule 2026-06-11 18:29:45 -05:00
gpu-instancing.cpp fix(tui): add guardrails as files instead of submodule 2026-06-11 18:29:45 -05:00
systemic-ruleset.cpp fix(tui): add guardrails as files instead of submodule 2026-06-11 18:29:45 -05:00
volumetric-ui.cpp fix(tui): add guardrails as files instead of submodule 2026-06-11 18:29:45 -05:00

README.md

Unreal Engine CommonUI - 2026 Best Practices

Overview

This module demonstrates production-ready Unreal Engine 5.4+ CommonUI plugin implementations with volumetric UI, GPU instancing, and systemic rulesets for physics/chemistry interactions.

Architecture

Stack

  • Unreal Engine 5.4+ - Latest UE5 features
  • CommonUI Plugin - Unified UI framework
  • Volumetric Rendering - Z-depth UI layers
  • GPU Instancing - Batch UI element rendering

2026 Best Practices

Core Design Patterns

CommonUI Framework

// CommonUI widget creation
auto* hudWidget = CreateWidget<UCommonUserWidget>(GetWorld(), HUDClass);
hudWidget->Initialize();

Volumetric UI with Z-Depth

  • Holographic inventory previews
  • Parallax scrolling for UI layers
  • Eye-tracking focus indicators

GPU Instancing

  • Batched UI element rendering
  • Shared material batches
  • Efficient VR/AR UI rendering

Game Core Loop Integration

  • Action Phase: Combat HUD with reactive health bars
  • Reward Phase: Loot reveal with volumetric glow
  • Upgrade Phase: Skill tree with Z-depth nodes

DDA 3.0 (Dynamic Difficulty Adjustment)

Enemy AI Heuristic Adjustment

  • UI opacity adapts to player stress
  • Visual complexity reduction for difficult tier
  • Enhanced feedback for relaxed tier

Accessibility (WCAG 3.0+)

Colorblindness Independence

// Shape + icon redundancy
HealthBar->SetShapeIndicator(true); // Not just color

Eye-Tracking Support

  • Dwell-based selection (150ms threshold)
  • Pupil dilation stress detection
  • Blink confirmation pattern

Spatial Computing (XR)

Volumetric Rendering

  • Z-depth parallax (0.3f factor)
  • Holographic item previews
  • Eye-tracking focus rings

GPU Instancing for XR

  • Batched VR UI rendering
  • Shared material for efficiency
  • Low-latency UI updates

Ethical Engagement

Rest-State Mechanics

// Mandatory calm state after 45-minute sessions
if (SessionDuration > 45) {
    EnterRestState();
}

Transparent Loot Tables

  • Drop rates displayed inline
  • Pity timer visualization
  • No obfuscated RNG indicators

Systemic Rulesets

Physics/Chemistry Interaction

  • UI elements obey physics rules
  • Chemical reaction metaphors for combos
  • Emergent gameplay through interaction

File Structure

unreal-ui/
  README.md             - This documentation
  CommonUI.cpp          - UE5 CommonUI example
  volumetric-ui.cpp     - Volumetric UI with Z-depth
  gpu-instancing.cpp    - GPU instancing for UI
  systemic-ruleset.cpp  - Physics/chemistry ruleset

Usage

// Initialize CommonUI system
auto* uiSystem = UEuralCommonUI::Get();
uiSystem->Initialize();

// Enable volumetric rendering
uiSystem->SetVolumetricDepth(0.5f);

// Enable GPU instancing
uiSystem->EnableGPUInstancing(true);

Testing

Run Unreal UI tests:

UnrealEditor -run=test -test=examples/cpp/unreal-ui

References