Operating principle #2 Principle

ADS Menu System centralizes interface and menu logic in a subsystem. It acts as a coordination point: it keeps the active logic available, makes menus easy to access from Blueprints, and provides a shared organization for the project interface.

To use the system with the player, add the configuration Actor Component to the Player Blueprint. This component prepares the system for that character and connects player input to menu logic.

When a menu is open and has focus, menu input is intercepted and redirected to that menu. This lets the player navigate a list, confirm a button, go back, or change section without mixing this behavior with normal character controls.

The system also switches between gameplay and menu input contexts. While the player uses the interface, menu input takes priority; when returning to the game, the gameplay context is restored. This separation prevents character actions from being triggered at the same time as menu navigation.

Each project remains free to define which menus open, which actions are bound to inputs, and how screens follow one another. ADS Menu System provides the centralized foundation that connects these elements consistently.

Difference between UI and Menu

In ADS Menu System, a UI is an interface that shows information without requiring direct player interaction. For example, a health bar, ammunition counter, or objective indicator can remain visible during gameplay without taking control of input.

A Menu is an interface the player interacts with directly. The player can navigate buttons, change options, select a save slot, or close the window. When a menu receives focus, it uses menu input and takes priority over gameplay actions.

This distinction keeps widgets clearly organized: UI informs the player, while menus let the player act on the interface.