This project highlights my design and implementation of a highly modular and scalable UI system built in Unreal Engine using UMG and a fully data-driven architecture. It was developed to support a responsive and immersive crafting and inventory system, ideal for survival, simulation, or RPG gameplay.
β Modular & Reusable UI Components
All UI elements are component-based and initialized via Expose on Spawn, allowing each widget to handle its own setup independently. This ensures maximum reusability across multiple game states or contexts.
β Data-Driven Crafting System
Crafting logic is structured around DataTables and custom Structs, providing seamless control over recipe definitions, required resources, and crafting types. This setup makes iteration fast and designer-friendly.
β Dynamic Inventory & Crafting UI
The interface dynamically populates item grids and recipe panels, updating all visual data in real-timeβincluding names, icons, stats, and material requirements.
β Hover & Selection Mechanics
When hovering over a craftable item, the system triggers a floating tooltip, and a detailed info panel on the right is instantly updated. This ensures a responsive and informative user experience.
β Keyboard & Gamepad Support
The UI is fully navigable via keyboard bindings and gamepad inputs, supporting a seamless player experience across platforms.
To make the system scalable and maintainable, the underlying data flow relies on clean, well-structured definitions: