Tala Esenlikler

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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

Visual Systems: Camera, Popups & Transitions

Menus aren’t just about function — they’re also about feel. A good UI system should move smoothly, react quickly, and adapt visually to different user actions.

Ultimate Menu System includes built-in tools to enhance the experience: a Dynamic Camera system for cinematic transitions, Request Boxes for confirmation prompts, and subtle animation effects to improve feedback. All of these are optional — but they’re easy to implement and make a big difference.

Dynamic Camera System

The system includes a Blueprint called BP_CameraFocusTarget — this is your tool for defining camera positions within a menu level.

Here’s how to set it up:

  1. Place BP_CameraFocusTarget into your menu level
  2. Adjust its transform (position/rotation) to define where the camera should focus
  3. In the Details Panel, give it a unique Tag Name (e.g. “SettingsFocus”)
  4. Inside your widget (like Main Menu or Pause), call ChangeCameraFocus using that tag

That’s it — the camera will smoothly transition to the tagged position.

Optional: Actor Facing Logic

If you have characters or UI objects you want to face the camera, you can:

  • Enable auto-facing on those actors
  • Or call a Blueprint function to rotate them toward the active camera

This is ideal for character selection screens or dynamic backgrounds.

Using Request Boxes (Popups)

Not every action needs a full screen — sometimes, a small confirmation popup is the cleaner choice.

Here’s how Request Boxes work:

  1. From any panel, call the Request Box Blueprint (there’s a prebuilt widget provided)
  2. Set the message and action (e.g. “Are you sure you want to quit?”)
  3. Optionally set an auto-close timer (useful for timeouts)
  4. Bind logic to the Confirm and Cancel events

You can call request boxes from any menu panel — they float above the UI and don’t block background logic unless you want them to.

Tilt UI & Feedback

To add polish to your UI:

  • Enable TiltUI? from WB_MenuMaster
  • This gives a subtle analog stick-based tilt to the current panel
  • Best used with gamepad navigation for a console-like feel
  • Lightweight and fully optional — doesn’t affect functionality

You can trigger tilt updates in any panel by calling the relevant tick-based update function from the widget’s Tick event.

Custom Transitions

Want to go further?

All transitions between panels are handled through Load Content From Class, which gives you control over:

  • Whether to override animation state
  • Animation direction or type (fade, slide, etc.)
  • Whether to interrupt current animations or queue them

This gives you fine-grained control over how panels fade in and out — making the experience smoother.

What’s Next?

Your menus are now alive — with smooth camera motion, responsive request boxes, and animated polish.

In the next section, we’ll go over a handful of Blueprint utility functions that make managing your UI simple, predictable, and scalable — whether you’re building in Blueprint or expanding via C++.

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