About This File
What is UniPalUI?
Unified Palworld User Interface for Mods (UniPalUI for short) is a mod menu mod with a custom input handler and several UI features for other mods to use through a simple API and callbacks system. UniPalUI makes it easy for mods to implement keybinds and/or mod menus without having to build their own unique systems or manage conflicts on their own. UniPalUI is built with its own custom UI and input handlers so it can run parallel from the game with its own mod register system. UniPalUI's systems are designed to be highly flexible, leaving the vast majority of logic up to the modder, this makes UniPalUI suitable for not just configuring settings, but also setting up gameplay related menus like options selections, setting up custom controls for a free cam, adding gameplay elements with their own interact component (like a custom crafting table), and any other feature a modder may need a menu for.
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More information available on either...
My Creative Site :Â https://spiritshard.com/?mode=gamemod&view=Palworld_UniPalUI
Our Forums :Â https://forum.thebrokenchatbox.com/d/9-unipalui-unified-palworld-user-interface-for-mods-for-palworld
Our Discord :Â https://discord.gg/h3vB7S4FEw
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What's New in Version 0.1.8 TEST
Released
UniPalUI - TEST v0.1.8
Changes :
-
Added API call
UPI_ForceBackwhich forces the menu to go back one page (callsSCML_UI_ForceBack) - Fixed API Name to BoxType errors which was resulting in some API usage having undefined behavior
- Fixed some errors in SCML's back-port to UE5.1
-
Fixed SCML API typo in
SCML_KeyNameToKey - Fixed depreciated menu update functions breaking menu boxes when used in certain contexts
SCML_UI :
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Added API Call
SCML_UI_ForceBackwhich forces the menu to go back one page -
When registering an input, now checks both the keybinds as well as the input name and attempts to replace existing registered input if one is already registered
- This is useful for easily creating re-binding and renaming inputs
- Note : This doesn't allow for keybind conflicts, support for active/inactive input names with keybind conflicts will be implemented in the future
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Added new
Alwayskey state when registering inputs, setting input state toAlwaysmeans the input will activate regardless of the current input state - The open menu input (Shift+Y by default) is now a toggle and set to always open the menu regardless of input state
- Changed/fixed header boxes to always show at full opacity
- Fixed Header Boxes setting as "Active" when initially created, causing some oddities with input and callbacks
- Header Boxes now trigger Select and Hover callbacks
- Fixed when interacting with Header Boxes, other boxes not becoming inactive