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Moved default focus rendering info to focus button page
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doc/Menus.md
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doc/Menus.md
@ -6,26 +6,9 @@ going "back" pops that off the top and returns focus to the previous menu.
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Fairly standard hierarchical menus.
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The [Examples Project](https://github.com/sinbad/StevesUEExamples) includes a
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funcitoning menu you can look over to see how it's done, and/or you can follow
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functioning menu you can look over to see how it's done, and/or you can follow
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these steps.
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## Important: Disabling default focus rendering
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Unreal makes a token effort at providing a way to render which of your controls
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has the keyboard / gamepad focus, but it's rubbish. It's a grey dotted line
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that looks awful. No-one wants that.
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The FocusableButton widget in this library provides a much nicer default focus
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option (using the Hovered style), and also provides you focus events you can
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use to do something more advanced if you want. So we have no need for Unreal's
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dotted line nonsense.
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1. Open Project Settings
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1. Find the Focus section
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1. Change Render Focus Rule to Never
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All better. 😉
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## GameViewportClient customisations
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To get full functionality we need to use a custom viewport client, see
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@ -96,8 +79,8 @@ as being able to become part of a MenuStack. So our widget needs to be one of th
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### 3. Create the Menu Buttons
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This library comes with a custom button which is perfect for menus, called
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FocusableButton. It has the advantage of automatically highlighting when
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focussed (e.g. gamepad or keyboard navigation).
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[FocusableButton](FocusableButton.md). It has the advantage of automatically highlighting when
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focussed (e.g. gamepad or keyboard navigation).
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1. Change the view mode (top-right) from Fill Screen to Desired
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* This is because we're fitting inside the container so will only take the space we need
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