Lesson 10: UI/UX Design & Implementation
Excellent work on matchmaking! Now players can find games, but they need clear interfaces to navigate menus, understand game state, and interact with your battle royale. UI/UX design determines how players experience your gameβgood interfaces feel natural and intuitive, while poor ones frustrate and confuse.
In battle royale games, UI must communicate critical information instantly: health, ammo, minimap, kill feed, and inventory. Players make split-second decisions, so interfaces must be clear, responsive, and non-intrusive. Well-designed UI enhances gameplay, while poor UI can ruin an otherwise great game.
In this lesson, you'll learn how to design intuitive user interfaces, implement HUD elements, create menu systems, optimize UI for different screen sizes, and ensure your interfaces enhance rather than hinder gameplay. By the end, you'll have professional game interfaces that guide players smoothly through your game.
What You'll Learn
By the end of this lesson, you'll be able to:
- Design UI layouts that communicate information clearly and efficiently
- Implement HUD elements for health, ammo, minimap, and game state
- Create menu systems for main menu, settings, inventory, and in-game menus
- Optimize UI for different screen sizes and aspect ratios
- Handle UI responsiveness and ensure smooth performance
- Design for accessibility and different player needs
- Implement UI animations and transitions for polish
- Create consistent visual style across all interfaces
Why This Matters
UI/UX design enables:
- Clear Communication - Players understand game state and information instantly
- Smooth Navigation - Intuitive menus reduce friction and frustration
- Enhanced Gameplay - Good UI supports gameplay without distracting
- Professional Polish - Well-designed interfaces make games feel complete
- Player Retention - Intuitive UI keeps players engaged and coming back
- Accessibility - Good design makes games playable for more people
Prerequisites
Before starting this lesson, make sure you have:
- Completed all previous lessons in this course
- Understanding of Unreal Engine's UMG (Unreal Motion Graphics) system
- Basic knowledge of widget blueprints
- Familiarity with UI design principles
- Understanding of player needs and game flow
Step 1: Understanding UI/UX Principles
Before building interfaces, understand what makes UI effective.
Core UI Principles
Clarity:
- Information should be immediately understandable
- Use clear icons, readable text, and obvious visual hierarchy
- Avoid clutter and unnecessary elements
Consistency:
- Use the same design patterns throughout
- Consistent colors, fonts, and spacing
- Predictable interactions and behaviors
Feedback:
- UI should respond to player actions immediately
- Visual and audio feedback for interactions
- Clear indication of state changes
Efficiency:
- Minimize clicks/taps to reach goals
- Place important information prominently
- Reduce cognitive load
Battle Royale UI Requirements
Critical Information:
- Health and armor status
- Ammo count and weapon type
- Minimap with player and enemy positions
- Kill feed and notifications
- Inventory and equipment
Non-Critical Information:
- Settings and options
- Statistics and leaderboards
- Social features and friends
- Store and monetization
Design Priorities:
- HUD - Always visible, minimal distraction
- In-Game Menus - Quick access, pause functionality
- Main Menu - Clear navigation, first impression
- Settings - Easy to find, comprehensive options
Step 2: Planning UI Structure
Plan your UI architecture before implementation.
UI Hierarchy
Design the structure of your UI system:
Main Menu:
- Title screen
- Play button
- Settings
- Store/Shop
- Social/Party
- Exit
In-Game HUD:
- Health/Armor bars
- Ammo counter
- Minimap
- Kill feed
- Inventory button
- Settings button
In-Game Menus:
- Inventory/Equipment
- Map (full screen)
- Settings
- Social/Party
- Exit to menu
Post-Game:
- Results screen
- Statistics
- Return to lobby
- Play again
Information Architecture
Organize information by priority:
Tier 1 (Always Visible):
- Health, armor, ammo
- Minimap
- Current objective
Tier 2 (Contextual):
- Kill feed
- Notifications
- Team status
Tier 3 (On Demand):
- Inventory
- Full map
- Settings
- Statistics
Step 3: Setting Up UMG in Unreal Engine
Unreal Engine's UMG system provides powerful UI tools.
Creating Widget Blueprints
Set up your widget system:
-
Create Widget Blueprint:
- Right-click in Content Browser
- User Interface β Widget Blueprint
- Name:
WBP_MainMenu
-
Design Canvas:
- Open widget blueprint
- Use Canvas Panel as root
- Add child widgets as needed
-
Widget Types:
- Button - Clickable interactions
- Text - Display text and numbers
- Image - Display textures and icons
- Progress Bar - Show health, ammo, etc.
- Border - Containers and backgrounds
- Canvas Panel - Free-form layout
- Vertical/Horizontal Box - Organized layouts
Widget Hierarchy
Structure widgets logically:
WBP_MainMenu
βββ Canvas Panel (Root)
β βββ Background Image
β βββ Title Text
β βββ Vertical Box (Buttons Container)
β β βββ Play Button
β β βββ Settings Button
β β βββ Store Button
β β βββ Exit Button
β βββ Version Text
Step 4: Creating Main Menu UI
Build the first interface players see.
Main Menu Layout
Design main menu structure:
Layout Components:
- Background - Game logo or animated background
- Title - Game name and branding
- Primary Actions - Play, Settings, Store
- Secondary Actions - Social, Statistics, Exit
- Version Info - Build number, copyright
Visual Design:
- Use game's art style
- Clear visual hierarchy
- Prominent "Play" button
- Consistent spacing and alignment
Implementing Main Menu
Create main menu widget:
UCLASS()
class UMainMenuWidget : public UUserWidget
{
GENERATED_BODY()
public:
virtual void NativeConstruct() override;
// Button references
UPROPERTY(meta = (BindWidget))
class UButton* PlayButton;
UPROPERTY(meta = (BindWidget))
class UButton* SettingsButton;
UPROPERTY(meta = (BindWidget))
class UButton* ExitButton;
// Button handlers
UFUNCTION()
void OnPlayClicked();
UFUNCTION()
void OnSettingsClicked();
UFUNCTION()
void OnExitClicked();
private:
// Menu navigation
void ShowLobby();
void ShowSettings();
void ExitGame();
};
Menu Navigation
Implement menu flow:
void UMainMenuWidget::OnPlayClicked()
{
// Transition to lobby/matchmaking
UGameplayStatics::OpenLevel(GetWorld(), TEXT("LobbyLevel"));
}
void UMainMenuWidget::OnSettingsClicked()
{
// Show settings menu
if (SettingsWidgetClass)
{
USettingsWidget* SettingsWidget = CreateWidget<USettingsWidget>(GetWorld(), SettingsWidgetClass);
SettingsWidget->AddToViewport();
}
}
void UMainMenuWidget::OnExitClicked()
{
// Exit game
UKismetSystemLibrary::QuitGame(GetWorld(), nullptr, EQuitPreference::Quit, false);
}
Step 5: Implementing HUD Elements
Create the in-game HUD that displays critical information.
HUD Layout Design
Design HUD structure:
Top Left:
- Health bar
- Armor bar
- Status effects
Top Right:
- Minimap
- Kill feed
- Notifications
Bottom Center:
- Crosshair
- Interaction prompts
Bottom Right:
- Ammo counter
- Weapon icon
- Inventory indicator
Bottom Left:
- Team status (if applicable)
- Objective indicator
Health and Armor Bars
Implement health display:
UCLASS()
class UHUDWidget : public UUserWidget
{
GENERATED_BODY()
public:
// Update health display
UFUNCTION(BlueprintCallable)
void UpdateHealth(float CurrentHealth, float MaxHealth);
// Update armor display
UFUNCTION(BlueprintCallable)
void UpdateArmor(float CurrentArmor, float MaxArmor);
private:
UPROPERTY(meta = (BindWidget))
class UProgressBar* HealthBar;
UPROPERTY(meta = (BindWidget))
class UProgressBar* ArmorBar;
UPROPERTY(meta = (BindWidget))
class UTextBlock* HealthText;
UPROPERTY(meta = (BindWidget))
class UTextBlock* ArmorText;
};
void UHUDWidget::UpdateHealth(float CurrentHealth, float MaxHealth)
{
if (HealthBar)
{
float Percent = FMath::Clamp(CurrentHealth / MaxHealth, 0.0f, 1.0f);
HealthBar->SetPercent(Percent);
}
if (HealthText)
{
HealthText->SetText(FText::AsNumber(FMath::CeilToInt(CurrentHealth)));
}
}
Ammo Counter
Display weapon ammo:
UFUNCTION(BlueprintCallable)
void UpdateAmmo(int32 CurrentAmmo, int32 MaxAmmo, FString WeaponName)
{
if (AmmoText)
{
FString AmmoString = FString::Printf(TEXT("%d / %d"), CurrentAmmo, MaxAmmo);
AmmoText->SetText(FText::FromString(AmmoString));
}
if (WeaponNameText)
{
WeaponNameText->SetText(FText::FromString(WeaponName));
}
}
Minimap Implementation
Create minimap widget:
UCLASS()
class UMinimapWidget : public UUserWidget
{
GENERATED_BODY()
public:
virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
UFUNCTION(BlueprintCallable)
void UpdatePlayerPosition(FVector2D Position, float Rotation);
UFUNCTION(BlueprintCallable)
void AddEnemyMarker(FVector2D Position, int32 EnemyID);
UFUNCTION(BlueprintCallable)
void RemoveEnemyMarker(int32 EnemyID);
private:
UPROPERTY(meta = (BindWidget))
class UImage* MinimapImage;
UPROPERTY(meta = (BindWidget))
class UCanvasPanel* MarkerContainer;
// Minimap data
TMap<int32, class UImage*> EnemyMarkers;
FVector2D MapSize;
FVector2D WorldSize;
// Convert world position to minimap position
FVector2D WorldToMinimap(FVector2D WorldPos);
};
Step 6: Creating Menu Systems
Build menus for inventory, settings, and other features.
Inventory Menu
Design inventory interface:
Layout:
- Grid of inventory slots
- Equipment slots (weapon, armor, etc.)
- Item details panel
- Quick actions (use, drop, equip)
Functionality:
- Drag and drop items
- Right-click context menu
- Tooltip on hover
- Visual feedback for actions
Settings Menu
Create comprehensive settings:
Categories:
- Graphics - Resolution, quality, vsync
- Audio - Master volume, music, SFX
- Controls - Key bindings, sensitivity
- Gameplay - Crosshair, HUD elements
- Accessibility - Colorblind mode, subtitles
Implementation:
UCLASS()
class USettingsWidget : public UUserWidget
{
GENERATED_BODY()
public:
// Graphics settings
UFUNCTION(BlueprintCallable)
void SetResolution(int32 Width, int32 Height);
UFUNCTION(BlueprintCallable)
void SetGraphicsQuality(int32 QualityLevel);
// Audio settings
UFUNCTION(BlueprintCallable)
void SetMasterVolume(float Volume);
UFUNCTION(BlueprintCallable)
void SetMusicVolume(float Volume);
UFUNCTION(BlueprintCallable)
void SetSFXVolume(float Volume);
// Control settings
UFUNCTION(BlueprintCallable)
void SetMouseSensitivity(float Sensitivity);
UFUNCTION(BlueprintCallable)
void BindKey(FName ActionName, FKey NewKey);
// Save/Load settings
UFUNCTION(BlueprintCallable)
void SaveSettings();
UFUNCTION(BlueprintCallable)
void LoadSettings();
UFUNCTION(BlueprintCallable)
void ResetToDefaults();
};
Step 7: UI Responsiveness and Scaling
Ensure UI works on different screen sizes.
Screen Size Adaptation
Handle different resolutions:
Anchors:
- Use anchor points for responsive positioning
- Anchor to screen edges or center
- Maintain aspect ratio for images
Scaling:
- Use DPI scaling for different screen densities
- Scale fonts and icons proportionally
- Test on multiple resolutions
Safe Zones:
- Account for notches and bezels
- Keep critical UI in safe area
- Test on different devices
Responsive Design
Make UI adapt to screen size:
void UHUDWidget::NativeConstruct()
{
Super::NativeConstruct();
// Get viewport size
FVector2D ViewportSize;
if (GEngine && GEngine->GameViewport)
{
GEngine->GameViewport->GetViewportSize(ViewportSize);
}
// Adjust UI scale based on resolution
float Scale = FMath::Clamp(ViewportSize.X / 1920.0f, 0.5f, 2.0f);
SetRenderScale(FVector2D(Scale, Scale));
// Adjust font sizes
if (HealthText)
{
FSlateFontInfo FontInfo = HealthText->GetFont();
FontInfo.Size = FMath::RoundToInt(14 * Scale);
HealthText->SetFont(FontInfo);
}
}
Step 8: UI Animations and Polish
Add animations for professional feel.
Transition Animations
Animate menu transitions:
Fade In/Out:
- Smooth opacity transitions
- Use for menu appearance/disappearance
- Duration: 0.2-0.5 seconds
Slide Animations:
- Slide menus from edges
- Use for submenu navigation
- Ease in/out for natural feel
Scale Animations:
- Scale buttons on hover/click
- Use for feedback
- Subtle (1.0 to 1.05 scale)
Implementing Animations
Use UMG animations:
// In Widget Blueprint
// Create animation timeline
// 0.0s: Opacity = 0.0, Scale = 0.8
// 0.3s: Opacity = 1.0, Scale = 1.0
// Apply to widget
void UMainMenuWidget::PlayShowAnimation()
{
if (ShowAnimation)
{
PlayAnimation(ShowAnimation);
}
}
void UMainMenuWidget::PlayHideAnimation()
{
if (HideAnimation)
{
PlayAnimationReverse(HideAnimation);
}
}
Visual Feedback
Add feedback for interactions:
Button Hover:
- Highlight color change
- Scale increase
- Sound effect
Button Click:
- Press animation
- Click sound
- Visual confirmation
State Changes:
- Smooth transitions
- Clear visual indication
- Audio feedback
Step 9: Accessibility Considerations
Design UI for all players.
Visual Accessibility
Color Blindness:
- Don't rely solely on color
- Use icons and shapes
- Provide colorblind mode option
Text Readability:
- Large, readable fonts
- High contrast
- Clear backgrounds
Visual Clarity:
- Clear icons and symbols
- Obvious visual hierarchy
- Sufficient spacing
Input Accessibility
Multiple Input Methods:
- Support keyboard, mouse, gamepad
- Remappable controls
- Multiple interaction methods
Customization:
- Adjustable UI scale
- Moveable HUD elements
- Customizable layouts
Audio Accessibility
Visual Alternatives:
- Subtitles for dialogue
- Visual indicators for audio cues
- Text notifications
Audio Options:
- Separate volume controls
- Mute options
- Audio description support
Step 10: Performance Optimization
Optimize UI for smooth performance.
Widget Pooling
Reuse widgets instead of creating/destroying:
UCLASS()
class AUIWidgetPool : public AActor
{
GENERATED_BODY()
public:
UPROPERTY()
TArray<UUserWidget*> PooledWidgets;
UPROPERTY()
TSubclassOf<UUserWidget> WidgetClass;
UFUNCTION(BlueprintCallable)
UUserWidget* GetWidget();
UFUNCTION(BlueprintCallable)
void ReturnWidget(UUserWidget* Widget);
};
Update Optimization
Minimize UI updates:
Update Only When Needed:
- Don't update every frame
- Update on value change
- Use events instead of polling
Batch Updates:
- Group multiple updates
- Update at end of frame
- Use dirty flags
Reduce Draw Calls:
- Combine widgets where possible
- Use atlases for textures
- Minimize overlapping widgets
Memory Management
Manage UI memory efficiently:
void UHUDWidget::NativeDestruct()
{
// Clean up references
EnemyMarkers.Empty();
// Remove from viewport
RemoveFromParent();
Super::NativeDestruct();
}
Mini Challenge: Build Complete UI System
Create a complete UI system for your battle royale:
- Create main menu - Title screen with play button
- Implement HUD - Health, ammo, minimap
- Build inventory menu - Item management interface
- Add settings menu - Graphics, audio, controls
- Test responsiveness - Multiple screen sizes
- Add animations - Smooth transitions
- Optimize performance - Smooth 60 FPS
Success Criteria:
- Main menu is clear and navigable
- HUD displays all critical information
- Menus are responsive and intuitive
- UI works on different screen sizes
- Animations are smooth and polished
- Performance is optimized
Pro Tips
Tip 1: Keep HUD Minimal
Battle royale HUD should be minimal and non-intrusive. Show only essential information, hide the rest in menus.
Tip 2: Use Consistent Visual Language
Establish visual patterns early and use them consistently. Players learn your UI language quickly.
Tip 3: Test on Target Hardware
Always test UI on your target platforms and resolutions. What works on PC may not work on console.
Tip 4: Prioritize Readability
Text should be readable at a glance. Use large fonts, high contrast, and clear backgrounds.
Tip 5: Provide Visual Feedback
Every interaction should have immediate visual feedback. Players need to know their actions registered.
Tip 6: Design for Speed
In fast-paced games, UI must be quick. Minimize clicks, use shortcuts, and make common actions easy.
Tip 7: Iterate Based on Playtesting
UI design improves with playtesting. Watch players use your UI and identify pain points.
Common Mistakes to Avoid
Mistake 1: Cluttered HUD
Problem: Too much information on screen distracts from gameplay.
Solution: Show only critical information, hide rest in menus.
Mistake 2: Inconsistent Design
Problem: Different menus look and behave differently.
Solution: Establish design system and use consistently.
Mistake 3: Poor Readability
Problem: Text is too small or low contrast.
Solution: Use large fonts, high contrast, test readability.
Mistake 4: No Feedback
Problem: UI doesn't respond to player actions.
Solution: Add visual and audio feedback for all interactions.
Mistake 5: Ignoring Screen Sizes
Problem: UI only works on one resolution.
Solution: Design responsively, test multiple resolutions.
Mistake 6: Over-Animating
Problem: Too many animations slow down UI.
Solution: Use animations sparingly, keep them fast.
Mistake 7: Poor Performance
Problem: UI causes frame rate drops.
Solution: Optimize updates, use widget pooling, minimize draw calls.
Troubleshooting
Issue: UI Not Appearing
Symptoms: Widgets don't show up in game.
Solutions:
- Check widget is added to viewport
- Verify widget class is correct
- Check z-order and visibility
- Ensure widget is in correct layer
Issue: UI Not Updating
Symptoms: UI values don't change.
Solutions:
- Verify update functions are called
- Check widget references are valid
- Ensure data is being passed correctly
- Check for caching issues
Issue: UI Performance Problems
Symptoms: Frame rate drops with UI visible.
Solutions:
- Profile UI updates
- Reduce update frequency
- Use widget pooling
- Optimize draw calls
Issue: UI Scaling Issues
Symptoms: UI looks wrong on different resolutions.
Solutions:
- Use anchors properly
- Test DPI scaling
- Adjust font sizes
- Test on multiple resolutions
Key Takeaways
- UI design matters - Good interfaces enhance gameplay, poor ones frustrate
- Clarity is essential - Information must be immediately understandable
- Consistency helps - Use same patterns throughout
- Feedback is crucial - Players need to know actions registered
- Responsiveness matters - UI must work on different screen sizes
- Performance counts - Optimize UI for smooth gameplay
- Accessibility expands audience - Design for all players
UI/UX design is an ongoing process. Start with functional interfaces, then polish based on playtesting and feedback. Good UI feels invisibleβplayers focus on gameplay, not the interface.
What's Next?
Excellent work on UI design! In the next lesson, you'll learn how to:
- Design audio systems for battle royale games
- Implement sound effects for weapons, footsteps, and environment
- Create dynamic music that responds to gameplay
- Optimize audio performance for multiplayer games
Ready to add sound to your game? Continue to Lesson 11: Audio Design & Sound Implementation to learn how to create immersive audio experiences.
Related Resources
- Unreal Engine UMG Documentation
- UI Design Best Practices
- Widget Blueprint Guide
- Accessibility in Games
FAQ
Q: How do I make UI responsive to different screen sizes? A: Use anchors, DPI scaling, and test on multiple resolutions. Anchor widgets to screen edges or center.
Q: Should I use C++ or Blueprint for UI? A: Use Blueprint for layout and design, C++ for complex logic and performance-critical updates.
Q: How do I optimize UI performance? A: Update only when needed, use widget pooling, minimize draw calls, and batch updates.
Q: What's the best way to handle UI state? A: Use game state classes or dedicated UI managers. Keep UI logic separate from gameplay logic.
Q: How do I make UI accessible? A: Support multiple input methods, provide visual alternatives for audio, use high contrast, and allow customization.
Q: Should I animate all UI elements? A: No, animate sparingly. Use animations for important transitions and feedback, not everything.
Q: How do I test UI on different platforms? A: Use Unreal Engine's platform preview tools, test on target hardware, and use different resolutions.
Ready to design interfaces? Start by planning your UI structure, then build main menu and HUD. Your UI will evolve as you playtest and gather feedback. Remember, good UI feels invisibleβplayers focus on gameplay, not the interface.