Layers and Navigation
Choose where menus, HUDs, dialogs, and tooltips appear.
Select a View in Studio and choose its Layer in the VIEW Inspector. Layers determine which UI appears in front of other UI.
| Layer, from back to front | Example | Blueprint node |
|---|---|---|
| HUD | Health and score | Open CalmUI HUD |
| Screen | Main menu or inventory | Open CalmUI Screen |
| Overlay | A notification above the menu | Open CalmUI Screen, with overlay selected in Studio |
| Modal | A confirmation dialog | Open CalmUI Modal |
| Tooltip | A description above other content | Open CalmUI Screen, with tooltip selected in Studio |
Navigate between menus
Use Push CalmUI Screen with Package and Screen inputs to put a menu on top of the Screen layer. Use Pop CalmUI Screen to remove its top entry. To close a specific View, save its Screen Reference from the opening node's Completed output, then pass it to Close CalmUI Screen.
Every local player has their own screens. Keep the same Player Controller on all nodes for that player's navigation.
Choose what receives input
Use block-below for a dialog that must prevent interaction with lower Views.
Use passthrough for information that should leave gameplay controls active.
Enable Show Mouse Cursor for mouse-operated menus.
KeepAlive retains a hidden View's local values. Destroy creates fresh local
component state when it next opens. See View settings
for closing animations and retention, or Blueprint for complete graphs.