state drive UI Reticle

Hello,

I’m new to unreal en c++ i use chatgpt and unreal engine 5.7 to help me with coding.

I built a modular event-driven AR reticle system for Unreal Engine.

The architecture is split into clear runtime layers:


ARTraceComponent
    → realtime spatial acquisition

CoreRuntimeSubsystem
    → runtime spatial candidate database/cache

ARReticleComponent
    → candidate evaluation + UI state broadcasting

WBP_Reticle
    → pure UI presentation layer

The reticle itself is a static 2D screen-space UI element, not a 3D world object.

The system continuously:

  1. Scans the current AR scene

  2. Registers visible wall candidates

  3. Maintains a live runtime cache

  4. Evaluates whether a valid wall candidate currently exists

  5. Broadcasts UI state through delegates

Behavior:

  • Valid visible wall candidate → GREEN reticle

  • No valid candidate → RED reticle

Key architectural improvements:

  • Removed UI rendering logic from C++

  • Moved all visual behavior to Blueprint/UI

  • Added temporal cache invalidation using LastSeenTimestamp

  • Prevented stale AR candidates from remaining permanently active

  • Introduced modular delegate-driven communication

The result is a scalable AR interaction system where:

  • C++ handles spatial reasoning

  • Blueprint handles presentation

  • UI can evolve independently without changing runtime logic

This now supports future extensions like:

  • dynamic reticle text

  • selection prompts

  • progress indicators

  • accessibility overlays

  • interaction buttons

  • animated feedback systems

    Give me some feedback, if this is usefull or am i thinking way to complex for a simple task