Ino UI Subsystem
Ino UI is widget blueprint management local player subsystem.
you can easily manage and keep track of all the widgets in ur game.
no need to always keep refrences, or cast to other objects to retrieve the UI. all the UI wil be stored in the subsystem bind to the local player controller.
you can easily add and remove ui from screen.
easily change config of the player controller related to UI. like set game or ui only mode. or show mouse cursor.
note: if u plan to use this for managing UI. recommended to add and remove all the UI and change PC config only with this InoUI.
Get Ino UI
our suggested method of getting InoUI subsystem, is by calling "Get Ino UI" function.
this "Get Ino UI" is helper function in SS Utils function library, to help u easily get the InoUI subsystem.

you can also get InoUI subsystem as normal local player subsystem. if you search for ss_inoUI
if u click on first one, will give u direct access to the subsystem, but this refrence will only work, if u getting this inside player controller that already owns the subsystem.
if u click on the second one, will give u this one.

that u need to connect it to the player controller.

InoUI Functions
if u drag out from InoUI refrence and search for inoui, u can list all the available functions from it.
basically most of them are self explanatory, but with testing around with them, u can easily figure out their functionality. until i complete the documentation ;-)

Add UI
just call Add UI, and use this function to add ui to ur screen.

InName: u can assign name for ur UI, so later on easily can get it and update it. but even if u dont chose name, it will automatically assign by the object name of the widget, and u can save it or check the name by OutName from output of function.
InWidgetRef: if u already created widget, u can pass the widget here to be stored in the InoUI. or u can just leave it empty.
InWidgetClass: if u already didnt created widget and left the InWidgetRef empty, here u can specify the class of ur widget so InoUI create it for u.
InZIndex: just normal zindex for the widget on screen.
InAddToViewport: by checking this, the widget will added to the viewport, if not just the UI will be created and stored in the InoUI for later use.
SetBlockedByUI:
InConfs: its struct for changing the configs for player controller regarding the widgets. by defauly all the settings are Unset, so it will not update it. u can update it to ur needs.

Remove UI
just call remove ui, to remove ui from InoUI and/or from screen.

InName: the name of the UI, or u can use "Last" or "Current". if u enter Last, it will remove the last widget that added to the InoUI before current UI if available. if u enter Current, it will remove the current UI if available.
SyncConfigWithOnScreen: this is very useful bool, if u check it, it will find the latest widget on screen that needed mouse cursor, and sync the current config from that UI, and if coudnt find it will disable mouse cursor and set pc mode to game only.
RestoreConfig: if u check it, it will sync the config with the latest config was set on the InoUI.
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