(discussion/suggestion #2) MCWC, UI Tool

MCWC, Master Canvas Widget Control (optional compared to just using current widgets).

If these suggestions are anything that could sound interesting or just make things harder like with scripts? Master Canvas Widget Control, an widget for all your UI widget control in the master canvas.

  • enabling layers?

Like layer 1-10, 2 and 3 used for different menu look, able to switch layer 2 to layer 3 by button or scrolling to “new page”? both visible to use, and able to put in animation? maybe done from the widget that is being layered?

  • taking accepted widgets and all their overlays

  • maybe able to create new lists and easier to stack multiple widgets?

  • popup and other UI like that

to enable a layout like other widgets or it’s own private “full screen”, like I think it can work currently through HUD priority? or target/channel an UI overlay name like with devices in the world option, to enable “stack list widget” for lists for example.

  • Devices like stat/Quests only needing the theme/widget UI being used, to list number

  • maybe easier use of UI priority and handling between UI widgets?

A couple of newer changes that I think about?

Allowing access to not just overlays in MCWC, but also the other UI building blocks from widgets that can be combined with MCWC’s UI blocks, mostly the same ones in UI widgets, only that it may accept widgets in some of them.

Having access to the fortnite UI widgets in MCWC, able to reposition HUD elements and enabling more icons, if they use lists/grid blocks. one way to use “blocked off” widgets and customize? to create whole new inventory for characters?

if combining what devices have for array lists to create and being able to use that for UI with stacking boxes etc. like having a UI block and stack in MCWC that is connected to “button widget” and able to connect manually or through scripts what item from the widget will go in which slot “selecting button 1 in slot 1” etc.

that most things “could work as before” (as a guess), that some small/minor changes might be made to UI scripts?

any lists or stacks in UI, can be offset or through scripts, animation is no different and hopefully around bindings as the widgets being the same, only anchoring and canvas being “moved”, if enabled?

Else, others can go standalone-ish (like current widget to widget) and using canvas as a guide for anchoring? not sure if that would be as easy if doing UI animation etc, to limited use UI popups, and maybe option to set it up in the MCWC too, like “only affect this layer” which becomes a bit of a different HUD priority way of doing things? also allowing it to share the screen with other UI elements if doing so (same layer).

Not fully sure how the layering should work, like from dynamic assets to static and how to prioritize some layers and components. if not there is like multiple layers that can be chosen for realtime use or as “used very often” when playing. if needing to know which layers that need to perform well or to be in memory?

Ending note

was unsure what to call some of these things and some things is maybe just a backward process of doing things. but since UE talked about the future vision, I just wanted to suggest something like this, which becomes like an “widget + game window manager” of sorts. some parts might be incoherent rant between different takes on this.