What problem does it solve? Building game UI in Unreal Engine requires navigating the UMG widget lifecycle, BindWidget wiring, Slate internals, and performance pitfalls that cause slow menus and broken bindings. This Skill provides verified, engine-source-grounded guidance for creating HUDs, menus, and in-world widgets correctly the first time. ## Core Features & Use Cases - UMG Widget Development: Covers the UUserWidget lifecycle (NativeOnInitialized, NativeConstruct, NativeDestruct), the meta=(BindWidget/BindWidgetOptional) pattern, CreateWidget/AddToViewport, and event binding with OnClicked delegates. - UI Architecture & Performance: Guides CommonUI activatable layer stacks (the Lyra pattern), MVVM viewmodels with FieldNotify, invalidation boxes, widget pooling with FUserWidgetPool and ListView, and Canvas Panel layout rules. - Slate & 3D Widgets: Explains SCompoundWidget authoring with declarative syntax, UWidgetComponent for in-world UI, and input mode management on PlayerController. - Use Case: When building a battle royale HUD showing health, shield, ammo, and storm timer, use this Skill to wire C++ push-based updates to Blueprint-designed widgets without per-frame property binding costs. ## Quick Start Use the umg-and-slate skill to create a UUserWidget C++ class with BindWidget properties for a health bar and ammo counter HUD.