Game Development Reference
A : The Let side locks to exampleUIScene , which is the blue frame. The blue
frame has the name that you gave to the UIScene in the generic browser.
B : My Let side locks to the Let side of that blue frame. So this property
ideniies what side of the target it should connect to; usually you want to select
the same side here.
C : It is using Pixels for measurement.
D : Here you can enter the number of pixels it should be ofseted to, from that
edge. Upon entering 128 here, it offsets the image to 128 pixels from the blue
frame, creaing an empty space in between.
Do be careful with this, however. 128 pixels on 640×480 obviously covers a whole
lot more of the screen than on some very high resoluion. For that reason, it is
usually a beter idea to change Pixels to one of the other opions given, such as
Percentage of Screen .
You can also enter negaive numbers, if you want, to ofset it into the other
direcion. If you would have entered 128 pixels on the right side, it would
offset the element away from the screen. The center of the scene is in the
middle of the screen, so if you want to bring something away from the edge
on the left side, you would need +128 , but -128 on the right side. The
same goes for top and botom.
Let's now look at the diferent types of properies that can improve our UIScene.
Click onto some empty space to get the properies secion to display the main properies of
the enire UIScene. In there, a number of interesing opions can be found, which are listed
Disable World Rendering : Handy for UIScenes that cover the enire screen.
bDisplayCursor : To display the mouse cursor or not. By default it's set to on, which is
not a good thing to have for cut scene text, for example.
bPauseGameWhileAcive : Also set to on by default, and is usually not really
The final part is to add the Kismet script, which will make our UIScene appear at the start of
the level and decide how long it will appear for.
Finally, the last thing left is to make Kismet display the UIScene during the game.
Open Kismet and add New Event | Level Startup . Next, New Acion | UI , and add
both Open Scene and Close Scene . It would also be a good idea to add a Delay in
between, found in New Acion | Misc | Delay .