UI Scripting
Influencing Cyberpunk's UI with REDscript
Summary
Published: Mar 31 2024 by mana vortex Last documented update: Mar 31 2024 by mana vortex
This page will tell you how to script the UI (turning widgets on and off).
Wait, this is not what I want!
For help on Logging Widget Trees, check the corresponding wiki page!
You can find guides on how to add custom UI elements on Codeware's github repo.
General information
All different kinds of UI are loaded at the same time. Components don't get added or removed, but simply rendered inactive (hidden).
InkSystemLayers
You can access any existing layer via the game instance's InkSystem. Simply pass the layer's name as CName (for a list of existing options, see the table below):
GameInstance.GetInkSystem().GetLayer(n"inkHUDLayer")Querying existing layers
List of existing layers (as of 2.12_a)
inkHUDLayer
gameuiRootHudGameController
the generic hud
inkWatermarksLayer
inkWaitingSignLayer
inkSystemNotificationsLayer
inkLoadingLayer
inkGameNotificationsLayer
gameuiPopupsManager
inkMenuLayer
gameuiInGameMenuGameController
ingame menu (ESC)
inkVideoLayer
gameuiHUDVideoPlayerController
inkWorldLayer
inkOffscreenLayer
inkAdvertisementsLayer
inkStreetSignsLayer
inkPhotoModeLayer
gameuiWidgetGameController
photo mode HUD
Accessing layers
To find functions for traversing widget trees, check the nativeDB page for inkCompoundWidget.
If there are multiple widgets with the same name, the call below can return any of them.
Example
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