2.0 KiB
2.0 KiB
WBP_PauseMenu — Widget (Pause Menu)
Parent: UUserWidget
Used by: SS_UIManager.PushMenu("PauseMenu")
Depends On: SS_UIManager, SS_SaveManager, GI_GameFramework
Purpose
In-game pause overlay with Resume, Save, Load, Settings, Return to Main Menu.
Variables
| Name | Type | Description |
|---|---|---|
ResumeButton |
Button |
Closes menu, resumes game |
SaveButton |
Button |
Manual save |
LoadButton |
Button |
Load a different save |
SettingsButton |
Button |
Opens settings |
QuitToMenuButton |
Button |
Confirm quit to main menu |
Functions
| Name | Inputs | Outputs | Description |
|---|---|---|---|
OnResume |
— | — | SS_UIManager.CloseTopMenu, set game phase back to InGame |
OnSave |
— | — | SS_SaveManager.CreateManualSave, show notification |
OnLoad |
— | — | Push load slot selection via SS_UIManager |
OnSettings |
— | — | SS_UIManager.PushMenu "SettingsMenu" |
OnQuitToMenu |
— | — | Show confirmation, confirm calls OpenMainMenu |
Blueprint Flow — Pause Menu Open
sequenceDiagram
participant Player as Player
participant UIMgr as SS_UIManager
participant GM as GI_GameFramework
participant HUD as WBP_HUDController
Player->>UIMgr: Press ESC
UIMgr->>GM: SetGamePhase Paused
GM->>HUD: OnPhaseChanged Paused
HUD->>HUD: Hide diegetic elements
UIMgr->>UIMgr: PushMenu PauseMenu
Note over UIMgr: Show mouse cursor
Note over UIMgr: Input mode = UI Only
Communications With
| Target System | Method | Why |
|---|---|---|
SS_UIManager |
Push/Pop/Close/Open | Menu lifecycle |
GI_GameFramework |
SetGamePhase, dispatchers | Phase transitions |
SS_SaveManager |
Save/Load functions | Save slots |
Reuse Notes
- Split from original bundled
36_WBP_MenuWidgets.mdper Clean Slate refactoring plan