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Archive case / 003

CommonUI Menu

A WWE 2K-inspired front-end menu prototype built around layered activatable widgets and deterministic focus restoration.

Input & UI experiment

Unreal Engine 5.3 / CommonUI / UMG / Enhanced Input

Video evidence / The experiment is about behavioural fidelity: only the active layer receives input and parent focus returns predictably.

Engineering question

How can layered Unreal menus remain deterministic when navigation, back actions, and focus all change during transitions?

Focus

  • Input ownership
  • Focus restoration
  • Layered navigation

The technical question

What was being tested

How can layered Unreal menus remain deterministic when navigation, back actions, and focus all change during transitions?

Implementation notes

What I built

  1. 01

    Activatable stack

    A CommonUI root owns layered screens so only the topmost activatable widget is authoritative for input.

  2. 02

    Focus recovery

    Each screen restores its last valid focused child when it becomes active again, with a deliberate default fallback.

  3. 03

    Transition safety

    A transition guard prevents re-entrant push and pop requests from corrupting the navigation stack during animation.

System map

The working path

A compact model of the relationships this experiment was designed to make explicit.

  1. 01

    Game boot

  2. 02

    CommonUI root

  3. 03

    Activatable widget stack

  4. 04

    Active layer and restored focus

Evidence and limits

What this proves

The experiment is about behavioural fidelity: only the active layer receives input and parent focus returns predictably.

The implementation is Blueprint-first and deliberately tests interaction behaviour; it is not presented as a full production front-end or a platform glyph system.

Next iteration

Add data-driven screen registration, dynamic input glyphs, and automated back-stack tests under rapid controller input.

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