What problem does it solve? Building game UI in Unreal Engine 5.8 involves hard decisions about widget architecture, screen layering, focus and gamepad navigation, input routing, and performance, and mistakes lead to duplicated bindings, broken focus, and per-frame UI cost. ## Core Features & Use Cases - Stack selection guidance: Decide between plain UMG, UMG plus CommonUI, and whether the Beta UMG Viewmodel/MVVM path is justified for a given screen. - Architecture and lifecycle rules: Enforce the presentation boundary so widgets never own authoritative gameplay state, with correct Construct/activation binding and unbind discipline. - Layer, input, and focus policy: Define activatable screens, Back routing, input modes, and deterministic focus targets for HUDs, menus, modals, and notifications. - Performance and accessibility workflows: Profile with Slate Insights before applying Invalidation Boxes or Retainer Panels, virtualize long lists with ListView, and validate DPI scaling, Safe Zones, and text scaling. - Use Case: When building a pause menu with an inventory list and a confirmation modal, use this Skill to define the layer stacks, per-screen input configuration, focus restoration, and event-driven health HUD updates. ## Quick Start Use $unreal-umg-commonui to design and implement a responsive gamepad-navigable pause menu with an inventory screen and modal confirmation in Unreal Engine 5.8.