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- Unreal Interface -

    Welcome! In this section we will be talking about what Unreal Interface is and what are we using it for when it comes to Unreal Fighter 2D. Since UF2D handles a good amount of things automatically or due to its 2D Nature, not everything is used!

    Before we start, just make sure that you checked previous documentation to get the same Interface look of what we have here. Of course you don't have to have the same setup, but during all the documentation and tutorials we will be having this one!


 1- Content Browser

    As the name implies, Content Browser is where you browse your content. God I am so good at this. Anyway, UF2D's Content is pretty self explanatory;

   "External" contains all the stuff that is meant to be removable before you package your game after finishing it. This includes examples, templates, my own test files that I share you all.

      "Maps" contains a single Map called "Main Map". Everything in UF2D happens in one map as Stages are spawned as files themselves into the scene.

    "Movies" contains the movies you want to play whenever you need them. It may look empty when clicked on but it isn't. Select the folder and [RMB] click on it and select "Show in Explorer to visit the folder. You will see it got videos!

    "UF2D" is where the core files of UF2D is kept in alongside with Game Modes and your own Project files. Now let's see how we can use the Content Browser!

  • There are a few important things we need to be aware of. First of all, you can change the view type of files by clicking on the "Settings" at top right corner (View Type section). Also while holding [CTRL], moving [MMB] up and down allows you to scale the contents so you can see with more or less detail;

  • Moving on, you can actually filter files in each folder! This is especially important when you are working on Paper2D stuff. Makes things really easy!

  • You can also select folders as Favorite by [RMB] clicking on a folder and selecting "Add to Favorites" so you can easily navigate to them. Also if for any reason "Favorites" tab is not open, you can toggle it via "View Options";

  • You can select an item via [LMB]. Holding with same button allows you to drag it around to either "Move", "Copy" or "Advanced Copy (including references)". Once you release [LMB], the options will be there for you to choose.


      Since we can have more than one Content Browser, this makes it all much easier!

  • And if you want to open a file or object, just double [LMB] on it. I don't think I need to show that now do I? Like I am sure I don't need to. I know you agree yes? Yes. Mhm.

  • Of course Content Browser got other stuff that you can use but I believe we took care of the very essential ones for you to kickstart using UF2D. Now onto the next subjects!

 2- Toolbar


Save Current

Saves the Current Level, which tends to be the Main Map we are in.

If you want to save everything though, it is strongly suggested to go to "File" tab at top left corner and select "Save All" instead.


Select Mode

Select Mode is only used for developers who are making maps. UF2D does not use this feature as all Stages are spawned and removed runtime.


Quickly Add to the Project

This button allows you to quickly add something to the Map. As mentioned above, we are not working on Maps directly in UF2D so we don't use this either.


Blueprint Editing And Creation

This Button allows us to create and/or edit a visual scripting object. Note that Unreal Engine 5 is meant to be used as if Content Browser is hidden most of the time (for who knows why) so much of its functionality is within the Toolbar. It is same as using Content Browser.

Another functionality is opening the visual code section for the Level Blueprint. We only use one Map as Menus and Stages handle the codes working runtime so this blueprint is mostly empty.

Game Mode properties are used to make UF2D work properly, such as having Controllers for Fighters to setup. No need to edit them.


Sequence Creation

Sequences in Unreal Engine are just cinematics we can make and use. We are notmaking cinematics yet in UF2D so this can be ignored for now.


Play/Stop Functionalities

Play: One of the buttons that you will love to click. As the name implies, it starts the game.
Frame Skip: Jumps the Game one frame forward.
Stop: Stops the current simulation.
Eject: Releases the control of the Player Characters and gives free roam to the Controller.

PS: While in Play Mode you can also [SHIFT] + [F1] to give control back to mouse.


Sequence Creation

Sequences in Unreal Engine are just cinematics we can make and use. We are notmaking cinematics yet in UF2D so this can be ignored for now.

 4- World Outliner

    As simple as its name implies, World Outliner shows what Actor is in the Scene. You can hide/show any existing, search for a specific name or just directly select an Actor to edit it.

 5- Details

"Details": This tab becomes available once you select an object in the world. You can check its properties, change exposed variables and whatnot.


These properties are instanced so you can have an Actor with different parameters. Since UF2D spawns objects runtime, we have only "Framework Kickstarter" on the scene to change its properties to trigger Test Mode and such.

PS: If any tabs mentioned are missing, you can get them from the "Windows" tab at top left corner of the Editor. Imagine to the side shows their location!


 5- Output Log


    Output Log allows you to see the end result of your actions. It can give detailed information about warnings and errors you might have and also has a section below where you can write command lines.

    That is it for Unreal's Interface. I believe we covered most if not all topics but feel free to explore around yourself! Now onto the Blueprint Basics!

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