Interface DirectorGame Creator 2 Module

#Layers & Navigation

Interface Director coordinates all active interfaces using 6 dedicated logical layers, automatic UI Mode boundaries, Opening Admission rules, and Return navigation stacks.

#The 6 Logical Layers

▲ [Debug]     -> Overlays, telemetry, logs, cheats (Never blocks gameplay UI)
│ [System]    -> Loading screens, error prompts, critical system dialogs (Always blocks lower UI)
│ [Modal]     -> Confirmation dialogs, alerts, popup prompts (Always blocks lower UI)
│ [Overlay]   -> Contextual panels, item tooltips, radial wheels, sidebars
│ [Menu]      -> Inventory, pause menu, quest log, skill trees (Stack navigation; only top is active)
▼ [HUD]       -> Health bars, mini-maps, reticles, quest tracker (Concurrent gameplay displays)
Layer Stacks showcase
Layer stacks ensure modals, menus, and HUDs layer correctly without manual sorting hacks.

#Global UI Mode Boundaries

When interfaces in interactive layers (Menu, Modal, System) open:

  • The Director automatically enters UI Mode.
  • It runs project-wide On Enter UI Mode instructions configured in Project Settings (e.g. unlocking cursor, disabling player character motor, pausing game time).
  • When the last interactive interface closes, the Director exits UI Mode and runs On Exit UI Mode (e.g. locking cursor, restoring player character motor, resuming time scale).

#Opening Admission Rules

Control what interfaces may open over each other on a per-asset basis under Navigation Behavior > Opening Admission:

  • Default Action: Set to Allow or Deny.
  • Exact Overrides: Specify exceptions. For example, on PauseMenu, set Default to Deny and add Settings to Allow.
  • Directional Opening: PauseMenu can open over Inventory, but Inventory cannot open over PauseMenu.

#Return Navigation

When the player triggers Back / Cancel / Escape, execute the Return Interface Instruction. The top active interface evaluates its Return Policy:

Return Policy Behavior
Close Closes the current top interface and resumes the interface underneath.
Consume Intercepts the return command, keeping the interface open (e.g. closing a sub-tab first).
Pass Through Lets the next lower interface handle the return command.
Custom Executes custom On Return visual scripting instructions defined on the View.
Return Navigation showcase
Predictable Return navigation unwinds menus step-by-step back to gameplay.

#Suspension & Resumption

When a higher-priority interface opens on top of a Menu or Overlay:

  • The lower interface is transitioned to the Suspended state.
  • If Hide When Suspended is enabled, visual elements are automatically hidden to save draw calls and keep the screen clean.
  • When the upper interface closes, the lower interface automatically Resumes, triggers its Resume transition, and restores focus.