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AC_FDM_Component communicates state changes to the other systems and UI using events such as:

Event Table

EventFired WhenTypical Usage
On FDM InitializedAfter widget creation, layout initialization, and default entries are applied.Safely interact with the menu after startup.
On Selected Entry ChangedSelection changedSwitch equipment, activate ability, activate Photo Mode etc.
On Entry FocusedAn entry receive focusUI Feedback
On New Entry AddedA new entry addedUI Feedback
On Entry Placements ChangedAn entry location changed or an entry removedUI Feedback
On Nested Mode ChangedWhen the user enters or leaves nested selection modeAnimation, camera or gameplay state changes and UI Feedback
On Slot Action StartedHold startedUI Feedback
On Slot Action ProgressHolding in progressUI Feedback
On Slot Action TriggeredHolding successfulUI Feedback
On Slot Action CompletedHolding finished and button releasedUI Feedback
On Slot Action CancelledHolding interruptedUI Feedback
On Menu Visibility ChangedWhen the widget visibility changesUI Feedback

On Selected Entry Changed

On Selected Entry Changed is the one of most important events. Because it gets triggered when the selected entry has changed. You can use this event to trigger specific actions like changing weapons, activating ability, activating Photo Mode etc. image48 or you can use the On Entry Selected interface event in the source object. image49

On Nested Mode Changed

Another important event is On Nested Mode Changed. It’s being triggered when you open and close a container. You can bind some gameplay & animation events to it. In this example, the animation blueprint and player camera reacts to On Nested Mode Changed event.