Blueprint Utilities & Best Practices
To help you work faster and keep your menu logic clean, Ultimate Menu System includes a collection of utility functions. These are accessible from any Blueprint and help you load panels, navigate between screens, return to main menu, and more — all without needing to rewrite the same logic in multiple places.
In this section, we’ll cover each of these helper functions and share a few best practices for how to use them effectively in your own projects.
Load Content From Class
Use this when you want to open a new panel dynamically.
How to use:
- Call Load Content From Class from anywhere (e.g. menu button)
- Pass in the widget class you want to load
- Choose animation type (e.g. fade, slide)
- Set Force Load to true if you want to skip any current animation blocking
Why it matters:
This function handles panel switching, transition animation, and widget pooling behind the scenes — so you can focus on content, not plumbing.
Load Previous Content
This is a quick way to return to the previous screen — like a “back” button.
How to use:
- Call Load Previous Content
- Optionally pass an animation override
- System will pull from the internal navigation stack
Useful for pause menus, in-game settings, or tabbed interfaces.
Call Return Back to Main Menu
If your player is in-game and wants to exit to the menu:
- Call Call Return Back to Main
- This will load the menu level and the menu widget
- Cleanly resets the state
This is often called from PauseMenu > Quit or Game Over panels.
Return Back in Pause Menu
Works just like Load Previous Content — but with extra logic to:
- Unpause the game
- Close the current menu
- Optionally re-enable HUD or input systems
This is built specifically for UIs triggered during gameplay (like pause or inventory panels).
Save Current Game
To trigger a save manually:
- Call Save Current Game from GameInstance
- The system will collect variables, update the current save slot, and store everything
You can hook this into gameplay events like checkpoints, manual saves, or auto-save triggers.
Best Practices for Using These Functions
- Always reuse these utility functions — don’t duplicate panel loading or menu transitions
- Keep navigation stack clean by avoiding redundant Load calls (unless intentional)
- Favor widget pooling — it avoids runtime hitches, especially on console or mobile
- Use interfaces to decouple your panels from global menu logic
All of these utilities are Blueprint-native and don’t require C++ — but they’re fully extendable if you ever want to dig deeper.
What’s Next?
You now have the tools to drive your menu system programmatically — cleanly loading, returning, saving, and resetting everything through reusable logic.