UI
Create pages and Game UI, lay them out on the canvas, and reuse parts as components.
The UI panel holds every interface in the project. Interface Type switches the list between the two kinds.
| Kind | Is | Size |
|---|---|---|
| Page | A complete screen, such as title, settings, save, history, or gallery | Chosen when the page is created |
| Game UI | Interface that belongs to active gameplay, such as dialog, choices, HUD, shortcuts, and notifications | The project resolution |
A Game UI is created into a slot, and each slot holds one interface. When every slot is taken, open the existing Game UI from the list instead of creating another.
Pages and Game UI can be renamed, duplicated, and deleted. Deleting one removes the elements in it.
The canvas
An interface opens as a tab: the UI Outline on the left, the canvas in the center, Properties on the right, and the insert bar below.

- Choose a widget from the insert bar, then click or drag on the canvas to place it.
- Drag a widget to move it, and use its handles to resize it. Smart Snap aligns widgets with canvas edges, center lines, and nearby widgets.
- The align tools act on the selection's bounding box.
- The frame control draws the safe area of a target device over the canvas, and the play button opens the interface in Dev Mode.
The canvas never crops: the runtime always fits the whole stage inside the window, so what falls outside the safe area stays visible on some devices.
Auto fit
A Text widget can shrink its content until it fits the box it is drawn in. Turn on Auto fit in Typography: the size set on the widget becomes a ceiling, and the text is set smaller until the whole of it fits, down to Smallest size. Text that still does not fit at Smallest size is clipped.
Smallest size appears while Auto fit is on. Both properties apply on the canvas and in the running game, and the Sentence and NVL Texts widgets carry them as well.
The Sentence widget has Auto fit on to begin with: a dialogue line is written once and read in every language the game ships in. It is set at the size on the widget until the text reaches the end of the box, and comes down from there as the rest of the line is typed.
Components
A selection can be saved to the Component Library and placed again elsewhere. Use a component when a group of widgets is ready to be reused rather than copied.
Behavior
Widget behavior is written in Blueprints rather than in the canvas. Each interface has its own Blueprint, and the project has a global one. See Blueprint.