diff --git a/doc/Menus.md b/doc/Menus.md index 75c3c20..57eb425 100644 --- a/doc/Menus.md +++ b/doc/Menus.md @@ -6,26 +6,9 @@ going "back" pops that off the top and returns focus to the previous menu. Fairly standard hierarchical menus. The [Examples Project](https://github.com/sinbad/StevesUEExamples) includes a -funcitoning menu you can look over to see how it's done, and/or you can follow +functioning menu you can look over to see how it's done, and/or you can follow these steps. -## Important: Disabling default focus rendering - -Unreal makes a token effort at providing a way to render which of your controls -has the keyboard / gamepad focus, but it's rubbish. It's a grey dotted line -that looks awful. No-one wants that. - -The FocusableButton widget in this library provides a much nicer default focus -option (using the Hovered style), and also provides you focus events you can -use to do something more advanced if you want. So we have no need for Unreal's -dotted line nonsense. - -1. Open Project Settings -1. Find the Focus section -1. Change Render Focus Rule to Never - -All better. 😉 - ## GameViewportClient customisations To get full functionality we need to use a custom viewport client, see @@ -96,8 +79,8 @@ as being able to become part of a MenuStack. So our widget needs to be one of th ### 3. Create the Menu Buttons This library comes with a custom button which is perfect for menus, called -FocusableButton. It has the advantage of automatically highlighting when -focussed (e.g. gamepad or keyboard navigation). +[FocusableButton](FocusableButton.md). It has the advantage of automatically highlighting when +focussed (e.g. gamepad or keyboard navigation). 1. Change the view mode (top-right) from Fill Screen to Desired * This is because we're fitting inside the container so will only take the space we need