MellosWidget · Documentation / 文档中心 · Other language: MellosWidget · 中文使用指南

Build editable panels, lists and talent graphs from your game data. Use style assets to manage appearance and motion across the interface.

Publisher: mellos game · First-release target: UE 5.8 / Win64

Documentation: 1.0.0 preparation · Updated: 2026-09-10

Support: [email protected]

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Start here: Follow chapters 2–3 to build an object panel, then run resource validation in chapter 9. For themes, motion and localization, go to chapters 6, 7 and 8 respectively.

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This guide describes the current development implementation. The first release is in preparation; consult the validation record accompanying your distribution for its tested capabilities.

1. Capabilities and responsibilities

MellosWidget generates interfaces from UObject types and members. Blueprint and C++ share the same data contracts for property editors, settings panels, item lists and talent graphs with shared child nodes.

Module Responsibility
Game data State, business rules, costs, persistence and network authority
Widget palette Map an exact presentation role and compatible data type to a widget template
Composition and generation Build panels, lists and graphs; maintain object/widget identity within a generation session
Style Fonts, colors, brushes, materials, semantic visual states and shared motion
Page Own data references, route commands and request refresh after changes

Default palette/style assets and reusable Widget Blueprint templates live under /MellosWidget/. The plugin requires no MCP, AI services or original development project. Elemental combat, the demo SettingsScreen, characters and environment artwork belong to the demonstration project; they are not generic runtime features or guaranteed contents of every plugin distribution.

2. Installation and project setup

  1. Fab installation: Install into the matching UE 5.8 engine, enable MellosWidget in Edit → Plugins, then restart the editor.
  2. Source installation: Place the descriptor at YourProject/Plugins/MellosWidget/MellosWidget.uplugin. Generate project files and build the project's Development Editor target using the UE 5.8 toolchain.
  3. Keep one installed plugin copy across engine/project search paths. Enable Show Plugin Content in the Content Browser.
  4. Duplicate /MellosWidget/DA_WidgetPalette and /MellosWidget/DA_MellosStyle into your own folder, such as /Game/MyUI/. Customize the copies so plugin upgrades do not overwrite your configuration.

The first-release target is UE 5.8 / Win64. Other engine versions and platforms require separate validation. Perform runtime widget operations on the game thread.

3. Build your first object panel

Step 1: Define the data