Tala Esenlikler

0 %
Tala Esenlikler
Unreal Engine
Developer
About Me

I’m a systems-focused Unreal Engine developer with 7+ years of experience creating plugins, gameplay frameworks, and editor tools. I specialize in building modular, multiplayer-ready systems using Blueprint and C++, and I’ve released 10+ products on the Fab Marketplace — 4 of which were featured in sponsored promotions.

  • Residence:
    Türkiye
  • City:
    Ankara
Turkish
English
Unreal Engine 5
Blueprint Scripting
C++ Programming
Animation Tools
UI/UX Systems (UMG)
Material Integration
Custom Tools & Editors
Replication & Multiplayer
Visual & Art
Blender 3D
Photoshop / Affinity Designer
Development Practice
  • Git Knowledge
  • Documentation & Support
  • Debugging & Validation
  • Modular Design Standards

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:

  1. Call Load Content From Class from anywhere (e.g. menu button)
  2. Pass in the widget class you want to load
  3. Choose animation type (e.g. fade, slide)
  4. 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.

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