GameUI starter
Open and adapt the development source kit without overwriting an existing game workspace.
Open the supplied GameUI source directory in Studio and select MainMenu. Expand the Components folders to find forms, dialogs, feedback, layout and tooltip components. The included Views demonstrate their use with the gold/cream theme.
The maintained kit lives in samples/GameUI in the CalmUI repository. It is a
component and Views reference kit, not a complete Calmaria integration, and it
does not ship in the Studio installer. Use a matching development Studio/CLI/plugin
build for the current sources.
Start a new game workspace
- Copy the complete source-kit directory into a new
CalmUIdirectory beside your Unreal project file. Do not merge it over an existing workspace. - Open that directory in Studio. Check MainMenu and the component Preview data.
- In Packages, inspect Gameplay. Its default Unreal destination is
/Game/CalmUI/Packages/Gameplay; change it before import if an asset already exists at that destination. - Follow the package workflow to build and import the package, then the Blueprint action guide to connect the game's handlers. Copying sources does not wire gameplay automatically.
The result is an editable UI workspace with its existing schema and preview presets. A demonstration View is not authoritative inventory or save logic.
What the kit includes
The kit includes buttons, numeric and text controls, form wrappers, reusable dialogs, tooltips, screen states, action-prompt presentation and notification primitives. See screen states, action prompts, and dialogs for their owner-controlled behavior.
The ActionPrompts overlay reads schema 10 rows published by the copyable game-side Action Prompt Presenter. It automatically refreshes navigation/gameplay descriptors; the owner still chooses contextual actions and supplies licensed artwork.
The source kit intentionally does not provide a game-specific inventory, hotbar, crafting screen or copied gameplay presenter. A game composes those screens from the neutral components and owns its commands and state in its own C++ module. The kit also does not cover notification controller-access policy, parameterized localization, multiline editing, or variable-height lists; build those directly against the components and reference docs in this section rather than through this kit.
Source ownership
Components, styles, package manifests, schema and preview data are ordinary files. Studio does not need a private metadata file to rebuild the project. Generated schema files and package/cache output are regenerated by the authoring tools. Test helpers are deliberately outside the kit and do not appear in Components.
An exported development snapshot also has source-kit.manifest.json, listing
the product version, exact source revision and per-file checksums. It is an
inventory, not a runtime package, signature or guarantee of game readiness.
There is no automatic merge or overwrite of a project's changes.
Keep NOTICES.md and notices/ when copying. The included background and logo
come from the owner's working project; public redistribution rights have not
been established. The kit does not grant a new license for those images.
Path errors
Component entry and import paths must match the on-disk spelling exactly,
including on Windows. CUI2135 identifies a
spelling mismatch; a missing source can instead report
CUI2060.
If the file is components/buttons/Button.calmui, import
./components/buttons/Button.calmui, not ./components/buttons/button.calmui.
Match folder names too. Correct the reference and build again. This does not
rename the component or change its public props; compiled packages are unchanged.