Ui Integration Quiz
UI Integration Quiz
Section titled “UI Integration Quiz”Modular Components Questions
Section titled “Modular Components Questions”Question 1
Section titled “Question 1”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
Question 2
Section titled “Question 2”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
Question 3
Section titled “Question 3”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
Question 4
Section titled “Question 4”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
Question 5
Section titled “Question 5”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
Question 6
Section titled “Question 6”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)
Question 7
Section titled “Question 7”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
Question 8
Section titled “Question 8”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
Question 9
Section titled “Question 9”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
Question 10
Section titled “Question 10”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
Question 11
Section titled “Question 11”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
Question 12
Section titled “Question 12”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
Question 13
Section titled “Question 13”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
Character Integration Questions
Section titled “Character Integration Questions”Question 14
Section titled “Question 14”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
Question 15
Section titled “Question 15”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
Question 16
Section titled “Question 16”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
Question 17
Section titled “Question 17”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
Question 18
Section titled “Question 18”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