ActionBar
Action Bar: what it does
A global footer that shows the current screen’s actions
(e.g., Back). It’s owned by CUI_BaseStack
.
- Lives inside
CUI_BaseStack
and auto-updates to show actions (e.g., Back, Apply, Confirm) from the topmost active widget. - Works for any menu you push as long as your screen doesn’t cover the bar visually.
- Priority (typical): Modal > Overlay > Base — the topmost active stack feeds the bar.
- Rule: Any screen you push can drive the bar if it doesn’t cover it
Do not
RemoveFromParent
for stack-managed screens.
Use Deactivate or Pop so actions unbind cleanly.
What it does
- Renders a row of action Buttons (icon + label).
- Auto-updates to reflect the topmost active widget.
- Swaps glyphs/labels when the input device changes
- Input Data is set in
Project Settings > Game > Common Input Settings > Input > Input Data
- keyboard/gamepad see
Content/KSynTemplate/UI/Input/InputDate_KSyn_Default
How actions get into the bar
Each screen is a CommonActivatableWidget that registers actions when active:
- Set
Is Back Handler
toTrue
- Set
Is Back Action Displayed in Action Bar
toTrue
- Set
Display in Action Bar
toTrue