Documentation Index
Fetch the complete documentation index at: https://fdm.furkankursav.com/llms.txt
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AC_FDM_Component communicates state changes to the other systems and UI using events such as:
Event Table
| Event | Fired When | Typical Usage |
|---|---|---|
| On FDM Initialized | After widget creation, layout initialization, and default entries are applied. | Safely interact with the menu after startup. |
| On Selected Entry Changed | Selection changed | Switch equipment, activate ability, activate Photo Mode etc. |
| On Entry Focused | An entry receive focus | UI Feedback |
| On New Entry Added | A new entry added | UI Feedback |
| On Entry Placements Changed | An entry location changed or an entry removed | UI Feedback |
| On Nested Mode Changed | When the user enters or leaves nested selection mode | Animation, camera or gameplay state changes and UI Feedback |
| On Slot Action Started | Hold started | UI Feedback |
| On Slot Action Progress | Holding in progress | UI Feedback |
| On Slot Action Triggered | Holding successful | UI Feedback |
| On Slot Action Completed | Holding finished and button released | UI Feedback |
| On Slot Action Cancelled | Holding interrupted | UI Feedback |
| On Menu Visibility Changed | When the widget visibility changes | UI 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.
On Entry Selected interface event in the source object.

On Nested Mode Changed
Another important event isOn Nested Mode Changed. Itβs 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.