A complete fantasy RPG UI system for Unreal Engine: the menus, the HUD, a world map and save slots, built on CommonUI and ready the moment you enable it. Gilded capitals ink themselves in over a painted castle vista with moonlight, drifting embers and mist; lists sit on carved stone plates, and pages are parchment with red lettering and illuminated initials. Mouse, keyboard and gamepad work out of the box.
Every screen and HUD piece is built in C++ from two data assets: a Theme for the look and a Menu Config for the content. Menu entries, chapters, codex entries, classes, difficulties and gallery pictures are data, so you set up your own game without widget wiring or CommonUI input data. Restyle everything from one asset, or design any screen yourself in UMG and keep all of its behaviour.
Made for fantasy RPGs, action RPGs, adventures, dungeon crawlers and story games that want a rich first screen and the menus an RPG needs.
Playable Demo | Documentation | Discord Community
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THE SCREENS
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▸ Main menu: a crest, your title and a tagline, entries inked in gold
▸ New game: character creation (name with an on-screen keyboard for gamepads, origin, class, appearance swatches and sliders, attribute points) with the character turning in a mirror, a difficulty choice and an intro card
▸ Save and load slots that show the hero: portrait, name, class, level, place, playtime and gold
▸ World map on parchment: regions as pins along a road, locked lands under a padlock, a card with each region's picture
▸ Codex with categories (bestiary, lore, people, places, letters), new-entry marks and a reader for found letters
▸ Pause menu as an open book: journal with the quest and its objectives, map, settings, save, load and quit, pages that turn
▸ Death screen, photo mode (camera, lens, filters, letterbox, borders), gallery with a picture viewer, music room
▸ First-run pages: language, photosensitivity warning, brightness, screen edges, sound
▸ Settings, controller layout, credits on a parchment scroll, dialogs, press start and loading screens that picture the place being loaded
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HUD
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▸ Boss health bar with phase marks and a damage trail that catches up
▸ Player health and stamina bars in the same style, one tick box to turn them off
▸ Compass arc with quest and place markers and distances
▸ Banners: Region Discovered, New Quest, Quest Updated, Quest Complete, Item Acquired, or your own line
▸ Interaction prompts beside any actor, following the input device and key rebinding
▸ Subtitles, notifications, chapter title cards and a saving indicator
▸ Three drop-in volumes, no Blueprint needed: interaction volume, subtitle trigger, checkpoint volume
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THE LOOK
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▸ Carved stone plates, parchment pages, gold filigree corners, red rubrics and illuminated initials
▸ Titles ink themselves in; an occasional gleam of light on the main title
▸ A castle vista in parallax layers with moonlight, god rays, mist and drifting embers, all drawn in code
▸ Five presets: Aurum, Frost, Verdant, Blood Moon and Ivory (a light parchment theme)
▸ Reduce Effects setting calms the motion and nothing flashes
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SAVE AND LOAD
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▸ Continue loads the newest save; quick save and quick load
▸ Checkpoint autosaves, taking turns through a few slots
▸ Saves keep the level, the player's position, the chapter, the character and the journal with no code
▸ Add your own data with a save class and two events
▸ Overwrite and delete ask first
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SETTINGS THAT APPLY AND SAVE
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▸ Video: window mode, monitor, resolution, vertical sync, frame rate limit, render resolution, brightness
▸ Graphics: quality preset, auto-detect, every scalability group, anti-aliasing, motion blur
▸ Audio: five volumes, audio presets, mute in background
▸ Controls: sensitivity, invert, vibration, key rebinding for keyboard, mouse and gamepad
▸ Gameplay and accessibility: field of view, difficulty, language, subtitles, colour blind modes, interface scale, HUD opacity and safe zone
▸ Resolution changes ask to keep or revert; leaving with changes asks to apply; Apply on the gamepad too
▸ Hide any built-in setting, or add your own toggles, lists and sliders with no code
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RE-SKIN FROM ONE ASSET
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▸ One Theme holds every colour, font, size, frame, effect, scene layer and sound
▸ Cinzel and EB Garamond fonts included (SIL Open Font License), with fallbacks for Cyrillic, Japanese, Korean and Chinese
▸ Soft interface sounds included
▸ Adjust a generated layout in a Blueprint child, or replace it in UMG with the documented widget names
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11 LANGUAGES
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▸ English, German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese (Brazil), Russian and Simplified Chinese
▸ All of the plugin's own text is translated; the language switches at once and is remembered
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BLUEPRINT AND C++ API
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One subsystem opens every menu (Show Main Menu, Toggle Pause Menu, Open Codex, Open Character Creation, Show Death Screen, Unlock Chapter and more), one gives each player the HUD (Show Boss Bar, Show Banner, Add Compass Marker, Set Player Health, Show Subtitle and more), and the codex, extras and save subsystems keep the journal, unlocks and slots. Events tell your game what happened.
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QUICK START
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▸ Enable the plugin. It enables CommonUI and Enhanced Input for you
▸ To try it first, set DA_AFM_ExampleMenuConfig in Project Settings and play L_AFM_Example_MainMenu
▸ Set your main menu level's GameMode to AFMMainMenuGameMode and use AFMPlayerController in gameplay levels
▸ Create a Menu Config with your entries, chapters and levels, assign it in Project Settings and press Play
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WHAT IT IS NOT
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▸ Not a combat or inventory system: the boss bar, vitals and banners show what your game tells them
▸ Not multiplayer: menus and settings are local
▸ The playable demo's courtyard level is not included; the plugin ships a smaller example castle lane
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REQUIREMENTS
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▸ Unreal Engine 5.4 - 5.8, Windows, Mac, Linux
▸ CommonUI and Enhanced Input (enabled automatically)
▸ Full C++ source included