CalmUI
Blueprint

Show Your First Screen

Open a Studio View when your Unreal level starts and report loading errors.

Before starting, save a View in Studio and connect Studio to your Unreal project. Wait until its package shows Up to date. You should see the matching CalmUI Package Asset in Unreal's Content Browser.

This example uses package Gameplay and View MainMenu. Select your own names if they differ. Studio calls it a View; the Blueprint dropdown calls it a Screen.

Connect the nodes

  1. Open the Level Blueprint for your current level.
  2. Add Event BeginPlay and Open CalmUI Screen. Connect their white execution pins.
  3. Add Get Player Controller, leaving Player Index = 0.
  4. Connect its Return Value to Open CalmUI Screen → Player Controller.
  5. Choose Package = Gameplay, then Screen = MainMenu.
  6. Connect Failed to Print String, with Error Message as In String.
  7. Connect Completed to another Print String, with text Menu opened.
  8. Compile the Blueprint and press Play.
Close-up of the Open CalmUI Screen node with Package set to Gameplay and Screen set to MainMenu
Choose Package = Gameplay, then Screen = MainMenu directly on the node. (The Details panel is empty for this async node; the selection lives on its pins.)

Package and Screen are dropdown widgets on the Open CalmUI Screen node's own pins, not fields in the Details panel: this node has no Details panel selection to fill in. Click each pin directly on the node to choose Gameplay and then MainMenu.

Event BeginPlay wired to Open CalmUI Screen with Package Gameplay and Screen MainMenu; Completed prints Menu opened, Failed prints Error Message
Event BeginPlay → Open CalmUI Screen; Completed → Print String ("Menu opened"), Failed → Print String (Error Message).

The View should appear and Menu opened should print. If it does not, use the printed error to check the selected package and screen.

Make the buttons work

Opening a screen displays it. To run gameplay code when a button is clicked, continue with Make a button run Blueprint.

Action subscriptions and Store updates must run from Completed, after loading finishes. The upper, unlabeled execution output does not wait for the package.

To close the screen later, save Screen Reference from Completed in a variable. See Close a screen.

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