Focused reference · Unreal Engine 5.8

Responsive layout and accessibility

unreal-umg-commonui/references/responsive-accessibility.md

Layout procedure

  1. Choose one design resolution and author screens consistently at it.
  2. Configure the project DPI Scale Rule and curve; shortest-side is the common default, not a universal law.
  3. Use anchors for edge/corner/center relationships.
  4. Prefer Vertical/Horizontal/Grid/Overlay containers to absolute Canvas positioning.
  5. Put critical edge UI under a Safe Zone.
  6. Constrain text and dynamic content deliberately; test expansion rather than clipping it.
  7. Preview device profiles, aspect ratios, DPI scales, and portrait/landscape when applicable.

Accessibility baseline

  • User-adjustable text/UI scale; UE 5.8 also adds CommonUI.TextGlobalScaling for CommonUI text.
  • Critical state encoded with text, icon/shape, or pattern in addition to color.
  • High-contrast focus state and readable selected/disabled states.
  • Remappable semantic inputs and device-correct prompts.
  • Captions/subtitles with size and contrast options when the game uses speech or critical sound.
  • Toggle or scale screen shake, flashes, motion-heavy UI, and auto-advancing text where relevant.
  • Avoid time-limited menu interactions unless the design truly requires them.

Test matrix

Test at minimum:

  • smallest and largest supported resolution;
  • 16:9, ultrawide, and supported narrow aspect ratios;
  • platform safe zones and mobile notches if applicable;
  • 100%, larger, and maximum supported UI/text scale;
  • keyboard/mouse, generic gamepad, and supported touch flow;
  • longest localized strings and right-to-left layout if supported;
  • color-vision simulation and grayscale readability;
  • focus-only operation without a pointer.

Failure recovery

  • Edge content clipped: verify Safe Zone placement and anchors before adding offsets.
  • Layout drifts by resolution: remove fixed pixel positioning and inspect DPI rule/curve.
  • Large text overlaps: allow content-driven sizing/wrapping and define overflow behavior.
  • Input glyph missing: verify active input type, platform Controller Data/metadata, and exact gamepad identifiers.