Appearance
UI
WidgetSubsystem is a GameInstanceSubsystem, so its root persists while worlds travel. It owns screen navigation, windows, notifications, loading UI, variables, and widget creation.
Execution model
- Authority — UI does not author gameplay directly; commands are validated by the authoritative system.
- Prediction — UI may show pending/predicted intent without treating it as confirmed gameplay state.
- Replicated — the actor, attribute, inventory, equipment, and match values presented by widgets.
- Local only — widget stacks, windows, notifications, loading screens, markers, animation, and audio.
Use screens for navigation state, windows for modal or additive tasks, notifications for queued transient messages, and WorldMarker for projected world targets. UI reads replicated state and requests actions; it does not own simulation.
The full feature guide includes screen modes, groups, instance policies, variable contexts, WorldMarker occlusion, and loading-screen setup: UI and Widgets.
Next: Assets.