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UI Engineer: AI that builds your UEFN widgets and in-game HUD

The UI Engineer takes your interface from drawing to gameplay. It builds every HUD, menu and popup as a UEFN widget, then wires it to Verse so the right values reach the right player. Its priority: player information and actions before decoration.

AI-built UEFN widgets, wired to Verse

In Island Pilot, every HUD, menu or popup is a Widget Blueprint built in the widget editor of UEFN (Unreal Editor for Fortnite), never a layout assembled in code. Verse then fills the widget’s fields from game state, reacts to its clicks and adds or removes it for each player.

When a screen was drawn in the UI Design tab by the UI Designer, the UI Engineer reads it with its UEFN placement values already computed (anchors, alignment, offsets). It only uses widget classes UEFN accepts, imports the screen’s PNGs, builds each element’s widget tree, adds animations, Verse fields and click events, then records the widget and every texture in the project.

How it works

  1. Inspect: it reads existing widgets, device settings and Verse files. For broken UI, it starts from the exact error and confirms the widget API in local digests or available official documentation.
  2. States: it defines visible states, actions and who owns them. Every widget and displayed value stays scoped to the right player, and it reuses gameplay state instead of duplicating currency or progression in the HUD.
  3. Implement: it writes the smallest update path, accounting for safe areas, translated text length, contrast, focus, controller navigation and aspect ratios. It avoids needless polling and repeated widget insertion.
  4. Clean up and build: it removes subscriptions, tasks and widgets on close, player departure, respawn and round reset, then builds through BuildAll when the editor exposes it.

It relies on the pilot-ui and uefn-verse-devices Skills. It shares Verse territory with the Verse Coder and leaves checks to the Tester.

Example prompts

  • Implement the HUD screen from the UI Design tab in UEFN.
  • Show each player’s coins on the HUD.
  • The shop menu opens twice on a quick double press: fix it.
  • Close the shop cleanly when the player dies or leaves the match.
  • Make the upgrades menu usable with a controller.

Tools and connections

Connection
UEFN (widget editor and Verse build)
Files
reads and writes Verse files with hash checks
UI Design
reads screens, their UEFN plan and assets
Starting Skills
pilot-ui, uefn-verse-devices
Works with
UI Designer, Verse Coder, Tester

Limits

Compiling Verse does not visually validate a HUD. The UI Engineer tests opening twice, closing, losing focus, a late join or two players with different state only when it can reach a live client; otherwise it names the client-side check that is still open. It does not invent widget constructors or editing operations missing from the editor’s catalogue.

The full path from drawing to widget is on the UI Design page. To get started, see pricing.

FAQ

How is it different from the UI Designer?

The UI Designer draws screens, icons and branding in the UI Design tab. The UI Engineer builds them in the UEFN widget editor and wires them to Verse so they work in game.

Does it build the UI in Verse code?

No. The layout is a Widget Blueprint in the UEFN widget editor. Verse supplies the values, reacts to clicks and shows the widget for each player.

Can it work on an existing UI?

Yes. It reads your widgets, device settings and Verse files before changing anything, starts from the exact error when something is broken and makes the smallest complete fix.

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