Systems / Menus

Menus System On Fab

A complete front end for single-player Unreal Engine games, built in Blueprint only: menus, 72 options, saving, credits and a loading screen. Load/Save is part of Menus.

The trailer, recorded from the product running in Unreal Engine. Everything shown is included; the winter scene is the demo map.

What it does

Main menu and pause

Continue stays greyed out until a save exists. Pause stops the game and shows where the player is, the play time and the last save. Credits and a loading screen with level names and tips are included.

72 options on six pages

Video, Audio, Controls, Gameplay, Accessibility and System, from one Data Table. Each option shows a description, its performance impact, its default and when it takes effect.

Video settings, safely

Quality presets, nine quality groups, HDR, six post effects and a benchmark that proposes settings. Display changes revert after 10 seconds unless kept.

Controls

Key rebinding with conflict detection and swap, sensitivity, invert look, vibration, and hold or toggle for sprint and crouch.

Saving that protects players

Player slots and auto-saves, each with a picture, the location, play time and date. It asks before overwriting or deleting, backs up the old file and refuses saves from a newer build.

Accessible, and built to extend

Colour-blind modes, text size, high-contrast menus, and less motion, shake and flashing. Add an option by adding a Data Table row; save any actor by adding one interface.

Quick start

  1. Set the Game Instance

    Choose GI_RookspireMenus as the Game Instance in Project Settings, Maps & Modes.

  2. Show the menus

    Show WBP_FrostMainMenu in your menu level and WBP_FrostPause from your pause key.

  3. Load saves into your levels

    Call ApplyPendingSave on BeginPlay of each playable level.

What it does not do

  • Single-player only: nothing is replicated.
  • Keyboard and mouse: gamepad navigation is not in 1.0.
  • Interface text in English (localisable; only English is provided).
  • The loading screen shows motion, not a percentage.
  • HDR needs an HDR display.
  • Planned for a free 1.1 update: gamepad navigation and glyphs, audio dynamic range, a background frame-rate limit, and mute when the game loses focus.
  • 16 automated tests for Menus pass on UE 5.3.2 and UE 5.8.2 (Windows).

Questions

Does it work with my own game?
Yes. It needs a Game Instance, two widgets and one call per level. Your levels, characters and input stay yours.
Can I add my own options?
Yes. Add a row to the Data Table and it appears on its page, with its description and reset. Read it anywhere with GetSetting, or react to OnSettingChanged.
How do my own actors get saved?
Add the BPI_SaveParticipant interface to the actor. There is no central list to keep up to date.
Does it need the other Rookspire systems?
No. It has no dependencies outside its own folder.
How was AI used to make it?
The Python scripts that generate the Blueprints, textures, sounds and documentation were written with AI assistance. Every system and design decision was made, reviewed and tested by Rookspire. Textures, icons and sounds are generated from code, not by AI image or audio models.