132 lines
3.1 KiB
Markdown
132 lines
3.1 KiB
Markdown
# Unreal Engine CommonUI - 2026 Best Practices
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## Overview
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This module demonstrates production-ready Unreal Engine 5.4+ CommonUI plugin implementations with volumetric UI, GPU instancing, and systemic rulesets for physics/chemistry interactions.
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## Architecture
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### Stack
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- **Unreal Engine 5.4+** - Latest UE5 features
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- **CommonUI Plugin** - Unified UI framework
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- **Volumetric Rendering** - Z-depth UI layers
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- **GPU Instancing** - Batch UI element rendering
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## 2026 Best Practices
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### Core Design Patterns
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#### CommonUI Framework
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```cpp
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// CommonUI widget creation
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auto* hudWidget = CreateWidget<UCommonUserWidget>(GetWorld(), HUDClass);
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hudWidget->Initialize();
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```
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#### Volumetric UI with Z-Depth
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- Holographic inventory previews
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- Parallax scrolling for UI layers
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- Eye-tracking focus indicators
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#### GPU Instancing
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- Batched UI element rendering
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- Shared material batches
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- Efficient VR/AR UI rendering
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### Game Core Loop Integration
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- **Action Phase**: Combat HUD with reactive health bars
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- **Reward Phase**: Loot reveal with volumetric glow
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- **Upgrade Phase**: Skill tree with Z-depth nodes
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### DDA 3.0 (Dynamic Difficulty Adjustment)
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#### Enemy AI Heuristic Adjustment
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- UI opacity adapts to player stress
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- Visual complexity reduction for difficult tier
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- Enhanced feedback for relaxed tier
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### Accessibility (WCAG 3.0+)
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#### Colorblindness Independence
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```cpp
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// Shape + icon redundancy
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HealthBar->SetShapeIndicator(true); // Not just color
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```
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#### Eye-Tracking Support
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- Dwell-based selection (150ms threshold)
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- Pupil dilation stress detection
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- Blink confirmation pattern
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### Spatial Computing (XR)
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#### Volumetric Rendering
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- Z-depth parallax (0.3f factor)
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- Holographic item previews
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- Eye-tracking focus rings
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#### GPU Instancing for XR
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- Batched VR UI rendering
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- Shared material for efficiency
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- Low-latency UI updates
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### Ethical Engagement
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#### Rest-State Mechanics
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```cpp
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// Mandatory calm state after 45-minute sessions
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if (SessionDuration > 45) {
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EnterRestState();
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}
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```
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#### Transparent Loot Tables
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- Drop rates displayed inline
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- Pity timer visualization
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- No obfuscated RNG indicators
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### Systemic Rulesets
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#### Physics/Chemistry Interaction
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- UI elements obey physics rules
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- Chemical reaction metaphors for combos
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- Emergent gameplay through interaction
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## File Structure
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```
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unreal-ui/
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README.md - This documentation
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CommonUI.cpp - UE5 CommonUI example
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volumetric-ui.cpp - Volumetric UI with Z-depth
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gpu-instancing.cpp - GPU instancing for UI
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systemic-ruleset.cpp - Physics/chemistry ruleset
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```
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## Usage
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```cpp
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// Initialize CommonUI system
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auto* uiSystem = UEuralCommonUI::Get();
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uiSystem->Initialize();
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// Enable volumetric rendering
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uiSystem->SetVolumetricDepth(0.5f);
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// Enable GPU instancing
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uiSystem->EnableGPUInstancing(true);
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```
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## Testing
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Run Unreal UI tests:
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```bash
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UnrealEditor -run=test -test=examples/cpp/unreal-ui
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```
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## References
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- [Unreal Engine CommonUI Plugin](https://docs.unrealengine.com/en-US/CommonUI/)
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- [UE5 Volumetric Rendering](https://docs.unrealengine.com/en-US/volumetric/)
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- [WCAG 3.0 Accessibility Guidelines](https://www.w3.org/TR/wcag-3.0/) |