LogoLogo
What's new?StatusMSquared
  • Morpheus Platform Documentation
  • What is Morpheus Platform?
    • Glossary
    • Interoperability
    • Support
    • EULA
  • Firewall Problems
  • CREATION
    • Unreal Development
      • Get Started
        • Download the Editor
        • Upload Content
        • Creating your Own Map
        • Morpheus Base Project
        • Differences from Unreal
          • Character Configuration
        • Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • Editor Versions
      • Performance Guarantees
      • Features & Guides
        • Example Plugin
          • Nameplates
          • In-Game Roles
          • Resizing
        • Actor Pooling
        • Audio
        • Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT Collection
          • Capsules and Mesh Transforms
        • Bots
        • Chat
          • Unreal Text Chat
        • Control Panels
          • Control Panel Configuration
          • DJ Booth Mission Control
          • Observer Controls
        • Crowd Audio
          • CrowdAudioComponent advanced configuration
        • Crowd 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
        • Helpers & 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
        • Loading Screen
        • Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • MML
        • Motion Capture
        • Networking
        • Notifications
        • Raycastable Crowd
        • Singletons
        • Streaming & Multiplatform
          • GFN on Mobile
        • UI
          • "UI Mode"
        • User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • Video 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
        • Visual Debugging
          • Inspector
        • Web UI
        • Online Services
          • KV Store Service
        • Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • World Travel
          • World Travel in the Editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • Workflows
        • Upgrade the Editor
        • Editing Project Settings
        • Profiling
        • Marketplace Importing
        • 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
      • Best Practices
    • Worlds
      • Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • Running Events
      • Large Scale Events - Checklist
      • Anti-Cheat (EAC)
      • Player Entry
        • React Native
        • Steam
        • Hardware Requirements
      • Broadcast
        • OBS Integration
      • Failover
      • Capacity and Queue Management
  • ADMINS
    • Access Control
      • Add Metaverse Contributors
      • Create a New Project
    • Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • Settings
      • Projects
  • APIs and Tooling
    • API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Template Web App
      • Moderation
    • Pixel Streaming
    • Launcher
  • Dashboard
    • Assets
      • Assets Versions
      • Engine Plugins
      • Project Plugins
      • Templates
    • Releases
  • Integrations
    • Analytics
      • Send Events from Web
      • Send Events from Unreal
    • Chat
      • Integrate Pubnub with your Unreal Project
      • Add Moderation to Chat
Powered by GitBook
On this page
  • Introduction
  • Widget overview
  • Customization
  • Adding/removing available tabs
  • Creating a new tab type
  • Customizing the quickbar's appearance

Was this helpful?

  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. Inventory

Quickbar & Inventory Tabs

Last updated 11 months ago

Was this helpful?

The tabbed quickbar is an Alpha feature, and can be turned off by setting the live config flag Inventory.UseTabbedQuickbar to false.

Introduction

In-game representation of the tabbed quickbar

The quickbar is a generic shortcut interface for the items a user may hold. The tabbed interface categorizes the items and adapts to gameplay changes, while allowing projects to easily customize it.

Main features include:

  • Item filtering per-tab

  • Changing tab visibility based on runtime conditions

  • Managing tab items through an inventory view

Widget overview

  1. A quickbar tab (a M2_StandardButtonWidget, with the button data defined in a M2_QuickbarTabBase)

  2. A quickbar wrapper (containing a M2_ItemQuickbarWidget)

  3. A quickbar slot widget (created and managed by the M2_ItemQuickbarWidget)

  4. A non-quickbar button (the Inventory button in this case)

  5. A generic item control container (an Overlay inside WBP_AdditionalQuickbarWidgets populated with the current item's controls)

Details on how to customize (1) Quickbar tabs are under Adding/removing available tabs & Creating a new tab type

Details on how to customize the rest of the widgets are under Customizing the quickbar's appearance

Customization

Adding/removing available tabs

  1. Create or find the M2M_TabbedQuickbarComponent on your Player Character Morpheus Actor blueprint

  2. With the component selected, find the Tabs Data array under the M2-Inventory category, and assign the desired tab classes. (See Creating a new tab type to make a new tab class)

The TabsData array on this component will be referenced by WBP_QuickbarTabManager when constructing the required widgets.

Creating a new tab type

Create a BP inheriting from M2_QuickbarTabBase

  1. Assign the Quickbar Wrapper class

  2. Fill in the custom button data

  3. Set miscellaneous toggles

    1. Show In Inventory - if true, this tab will have a category in the inventory as well

    2. Force Hide - if true, the tab will be ignored and won't be shown in the quickbar or the inventory screen (see also Adding/removing available tabs -> Force-hiding tabs)

  4. Optional - Runtime visibility conditions

    You can conditionally modify a tab's visibility by overriding the CanDisplay function. The UpdateVisibility function on the tab must be called whenever the display conditions might've changed.

Customizing the quickbar's appearance

Config variables available in WBP_TabbedQuickbarUI (as of March 2024):

  • Force Hide Inventory View - hides the inventory button (right side of quickbar)

  • Force Hide Place View - hides the place mode tab

  • Force Hide Unequip View - hides the unequip button (left side of quickbar)

  • Force Hide Separator Left/Right - hides the vertical bars on each side of the quickbar

  • Force Hide Quickbar Background - hides the background on the quickbar

  • Quickbar Background Color - sets the quickbar's background color (does not affect the tab button colors!)

  • Hidden/Visible Separator Size - used for the separator's spacings when visible/hidden

These variables should be set through the equivalent variables on the WBP_ItemManagement widget in the HUD

Changing the item slot appearance in quickbar wrapper widgets

  1. Extend from WBP_EquipmentQuickbarWidget or WBP_PlaceModeQuickbarWidget

  2. Replace OverrideQuickbarSlotClass with your own slot class

  3. Use your new quickbar wrapper in your M2_QuickbarTabBase BPs, and include this tab in the QuickbarTabManager's TabsData

Change the position of the item controls

  1. Create a blueprint extending from M2_AdditionalQuickbarWidgets

  2. Ensure this widget will always have these overlays: ControlsContainer, FullscreenWidgetContainer. These will be referenced by the quickbar wrappers and their M2_ItemQuickbarWidgets

  3. Replace the AdditionalQuickbarWidgets in your TabbedQuickbarUI with the new version

WBP_TabbedQuickbarUI, which holds a WBP_QuickbarTabManager. The manager handles quickbar visibility and widget construction.
WBP_Origin_EquipTab shown as an example

If using a different quickbar view from the given wrapper, this can be overriden with "Quickbar View Class" (eg. Emote tab overrides the EquipmentQuickbarWidget's QuickbarView to allow only emote-type items) For more details on this, see Quickbar Views

Ensure that Common | Id has an unique value - this will be used by the WBP_QuickbarTabManager to identify this tab

The best practice here is to keep all visibility logic in the tab's BP, as UpdateVisiblity will check if CanDisplay is returning a different value, and call the appropriate delegates afterwards When wishing to control tab visibility with external logic, additional variables can be created on the tab and modified with setter functions. Ensure that you call UpdateVisibility after these variables change! See BP_Origin_DirectorTab as an example of complex visibility checks (roles and live config)

Additional widgets can be placed around these overlays (eg. in WBP_AdditionalQuickbarWidgets, WBP_PersistentInfoWidget is used for items with persistent effects)

💡
💡
💡
💡
💡
💡
An example of the TabsData array on BPM_Origin_PlayerCharacter
Default quickbar appearance when all options are visible