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Overview

Component UI illustration

The mod.io UI framework provides a set of specifications, UI components, and editor tooling to allow UE developers to rapidly integrate mod.io plugin data and events into their game's UI, either directly into existing screens or in dedicated browser and discovery sections.

Of primary concern here is abstracting away as much plugin-specific code from the developer as possible while maintaining flexibility for developers to implement their UI in C++, UMG/Blueprint, or any combination of the two.

What's included

Default Components: Default widget implementations conforming to the specifications and requirements of each component.

Component Interfaces: A series of interfaces used for component-to-component communication, giving developers complete flexibility when creating custom component implementations.

Infrastructure Classes and Helper Functions: A UI-oriented subsystem and interface classes allowing widgets to register for plugin events, facilitating widgets that react to plugin events triggered externally.

Template Implementation: A full-featured implementation of a mod browser, featuring discovery and installation management, that can be copied into your own project as a template for customization or used as a reference for a custom implementation.

Documentation:

Example

If you are interested to see how the Component UI can be used to create unique mod discovery experiences, Mix Universe used the feature to present mods as a series of planets on a galaxy map. As you can see from the video below, this implementation completely diverges from the grid layout our Template UI provides as an immediate starting point.