Skip to content
Pablo Rodriguez

Ui Integration Quiz

Which widget holds all the windows you create and sets the view mode for the UI?

  • canvas panel
  • HUD widget
  • size box
  • root widget ✓

Answer found in: UI Setup section - Root widget serves as container for all modular windows

What additional file types were used to setup our templates?

  • character blueprint
  • static mesh
  • struct ✓
  • enumeration ✓

Answer found in: Template creation sections - Both structs and enumerations used for button/progress bar templates

When creating an icon template, did we implement a button?

  • Yes ✓
  • No

Answer found in: Icon Component System - Button layer added for interaction with hover/pressed effects

What free image editing software was used to create textures for the icons?

  • Photopea ✓
  • GIMP
  • Photoshop
  • PAINT.net

Answer found in: Icon texture creation workflow using Photopea.com

What is the purpose of making a texture black and white?

  • for gameplay reasons
  • for style and appearance
  • to be more dynamic and quickly change colors ✓
  • to save memory space

Answer found in: Icon texture section - Black/white textures allow dynamic color control through code

For the icon templates button, what was the default tint alpha set to?

  • 0.3
  • 0.15
  • 0 ✓
  • 1

Answer found in: Icon button styling - Normal state set to 0 (invisible)

Which widget is always locked at a specific ratio through a size box?

  • canvas panel
  • widget blueprint
  • size box
  • root widget ✓

Answer found in: Root widget setup - Uses size box to lock at 1920x1080 ratio

Through our icon code, which components are we able to show or hide the visibility?

  • text ✓
  • close button
  • background ✓
  • icon ✓
  • button ✓
  • border ✓
  • progress bar

Answer found in: Icon variables section - All icon layers plus text and button have visibility controls

What node can lock input to the user interface?

  • set input mode to ui only ✓
  • set input mode to game and ui
  • set input mode to game only
  • all of the above

Answer found in: Input management - Set Input Mode UI Only locks input to interface only

What are we going to use the progress bar for?

  • stamina ✓
  • combat abilities
  • mana ✓
  • quest status
  • experience ✓
  • health ✓

Answer found in: Progress bar template types - Health, Mana, Stamina, Experience enumeration

Which blueprint node allows you to create a dynamic text inputs?

  • Range
  • Re Route
  • Format Text ✓
  • Execution

Answer found in: Progress bar implementation - Format Text node creates dynamic “{Current}/{Maximum}” displays

The slot as canvas slot node was mostly used to:

  • set z value
  • set size ✓
  • set image textures
  • all of the above

Answer found in: Component sizing sections - Slot as Canvas Slot → Set Size used throughout templates

Which of the following are required to use the “Set Timer by Event” node in Unreal Engine?

  • custom event node ✓
  • create event node ✓
  • create event by timer node
  • timer handle node

Answer found in: Window movement system - Custom events and Create Event nodes used with timers

What is the most optimized way to communicate between blueprints in Unreal Engine?

  • interfaces ✓
  • event dispatchers
  • variables
  • direct references

Answer found in: Character Integration section - Interfaces prevent circular references

What type of variable is used when communicating through an interface in Unreal Engine?

  • integer
  • object ✓
  • string
  • boolean

Answer found in: HUD Interface System - Object variables prevent circular dependencies

The HUD holds the hard reference to which widget?

  • window widget
  • resource widget
  • root widget ✓
  • ability widget

Answer found in: HUD setup - HUD stores hard reference to Root Widget

How can you organize your variables in a blueprint?

  • in the options panel
  • by creating variable categories ✓
  • through variable colors
  • with folders

Answer found in: Character Statistics section - Use categories to organize variables

Variables you create on a master blueprint can be used in a child blueprint.

  • Yes ✓
  • No

Answer found in: Master Character setup - Child classes inherit master variables