LogoLogo
API Status
  • ๐Ÿ‘‹Welcome
  • ๐ŸŒWhat is Morpheus Platform?
    • Interoperability
  • โ„น๏ธHelp
    • ๐Ÿ“—Glossary
    • ๐Ÿ†˜Support
    • Firewall problems
    • EULA
  • CREATION
    • ๐ŸŽฎUnreal Development
      • โšกGet Started
        • โš’๏ธDownload the Editor
        • โซUpload Content
        • ๐ŸŒŽCreating your own map
        • ๐Ÿ“Morpheus Base Project
        • โ“Differences from Unreal
          • ๐ŸงCharacter Configuration
        • ๐Ÿ“กMorpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • ๐Ÿ“šFeatures & Guides
        • ๐Ÿ“’Example Plugin
          • Nameplates
          • In-game roles
        • ๐ŸŠActor Pooling
        • ๐Ÿ”ŠAudio
        • ๐ŸŽญAvatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT collection
          • Capsules and Mesh Transforms
        • ๐Ÿค–Bots
        • ๐ŸŽ™๏ธChat
          • Unreal Text Chat
        • ๐ŸŽ›๏ธControl Panels
          • Control Panel Configuration
          • DJ booth mission control
          • Observer Controls
        • ๐Ÿ”‰Crowd Audio
        • ๐ŸคผCrowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • ๐ŸฑHelpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics settings
          • Listening to inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • ๐Ÿ–ฅ๏ธLoading Screen
        • โšกLive Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • ๐ŸงŠMML
        • ๐Ÿ•บMotion Capture
        • ๐Ÿ“กNetworking
        • ๐Ÿ“ขNotifications
        • Raycastable Crowd
        • ๐ŸŒSingletons
        • ๐Ÿ“ฑStreaming & Multiplatform
          • GFN on mobile
        • ๐Ÿ–ฅ๏ธUI
          • "UI Mode"
        • ๐Ÿ—ƒ๏ธUser Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • ๐Ÿ“บVideo Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • ๐ŸžVisual Debugging
          • Inspector
        • ๐ŸชŸWeb UI
        • ๐Ÿ’ Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • โœˆ๏ธWorld Travel
          • World Travel in the editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • ๐Ÿ”‘Workflows
        • โ†—๏ธUpgrade the Editor
          • ๐Ÿ–ฅ๏ธVersion History
        • โš™๏ธEditing Project Settings
        • ๐Ÿ“ˆProfiling
        • ๐ŸงบMarketplace Importing
        • ๐Ÿ› ๏ธExtra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • ๐Ÿ“šUseful Reading
        • โญBest Practices
    • ๐ŸŒŽWorlds
      • ๐Ÿ“ฉInvite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • ๐Ÿ“…Running events
      • โœ…Large scale events - Checklist
      • ๐Ÿ‘พAnti-Cheat (EAC)
      • ๐ŸŽฎPlayer Entry
        • ๐Ÿ“ฑReact Native
        • Steam
        • ๐Ÿ’ปHardware Reqs
      • ๐ŸŽฅBroadcast
        • ๐Ÿ“นOBS Integration
      • Failover
      • ๐ŸCapacity And Queue Management
  • ADMINS
    • ๐Ÿ‘ชAccess Control
      • Adding metaverse contributors
      • Creating a new project
    • ๐Ÿ’ฒPricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • โš™๏ธSettings
      • ๐Ÿ—ƒ๏ธProjects
  • APIs and Tooling
    • ๐Ÿ–ฅ๏ธAPI Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Pixel Streaming
    • ๐Ÿš€Launcher
  • Integrations
    • ๐Ÿ“ŠAnalytics
      • Sending events from web
      • ๐ŸŽฎSending Events from Unreal
    • ๐Ÿ’ฌChat
      • ๐ŸŽฎIntegrating Pubnub with your Unreal Project
      • Adding Moderation to Chat
Powered by GitBook
On this page
  • Using Standard UI
  • Using a custom widget

Was this helpful?

  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. Inventory
  5. How to Make Devices

Configuring UI for your devices

Last updated 1 year ago

Was this helpful?

If you want UI that is displayed when you have a device selected, there are two approaches, using Standard/Data Driven UI, or providing a custom widget. Both can be provided, or neither.

Using Standard UI

This is our advised flow - you can provide button data in your device's item executor, and a widget will be automatically created, in the standardised style. As you modify the data, the widget will be updated automatically to reflect the changes.

This step is outlined in .

If you don't provide button data for your item executor (if you don't implement the M2_UsesStandardButtonsInterface and mark it as true), this widget on the bottom left won't be added.

Using a custom widget

If you want to arrange things in a more bespoke way, you can provide a custom widget, inheriting the J_QuickbarExecutorWidget class.

You can provide this either in your item's use item details (in the QuickbarWidgetClass field), or in your item executor's OverrideWidgetClass.

The Quickbar Executor Widget has the Notify Executor Ready event, which can be used to get the executor that is controlling the item's behavior, and so listen to it, or notify it of UI interaction events.

๐ŸŽฎ
๐Ÿ“š
๐ŸŽ’
Configure the โ€œbutton dataโ€