Navigable menu details — v0.5.69 (SOURCE development)¶
LateBrake's earlier v0.5.68 HUD constrained Results, Career and Garage menu rows to stay above the physical Android steering pad. However, surplus rows were deliberately hidden without a way to inspect them. This milestone adds actual, bounded page-by-page access to all generated menu details.
New controls and behavior¶
| Context | Control | Behavior |
|---|---|---|
| Open menu, keyboard | Up / Down arrows | Previous / next details page |
| Open menu, keyboard | Page Up / Page Down | Previous / next menu category (unchanged) |
| Open menu, keyboard | Enter | Select the current item (unchanged) |
| Open menu, keyboard | Tab | Close menu (unchanged) |
| Open menu, Android | UP / DOWN upper-right pads | Previous / next details page |
| Open menu, Android | NEXT / SELECT / BROWSE / CLOSE | Existing menu navigation and career actions, unchanged |
| Driving (menu closed) | RESTART / RECOVER pads | Existing race actions, unchanged |
The HUD keeps the title and control instructions pinned at the top.
All other generated page lines are collected in order and displayed
in a bounded MenuDetailWindow, with DETAIL PAGE 1/3 | UP/DOWN
in the existing reserved overflow-notice baseline. Opening another
menu category or closing/reopening a menu resets to the first detail
page. A viewport resize, or fewer generated results, clamps the
previous offset to the new valid range. Invalid or negative list
sizes and zero-capacity viewports fail closed.
A SAVE FAILED banner retains its independent reserved baseline and
is never hidden by paging. Text width remains constrained by actual
Unreal GetTextSize measurement and the physical Android touch
action column. No racing clock, gate, car controls, garage transactions,
save data, career rewards or page-category navigation logic is changed.
Source verification¶
cmake -S Tests/Standalone -B Tests/Standalone/build -DCMAKE_BUILD_TYPE=Release
cmake --build Tests/Standalone/build --config Release --parallel
ctest --test-dir Tests/Standalone/build -C Release -R '^(MenuNavigation|HudMenuVerticalPlan|MenuDetailPager)$' --output-on-failure
python3 -m unittest discover -s Tests/Editor -p 'MenuDetailPaginationBindingTests.py' -v
MenuDetailPagerTests.cpp exercises multi-page Results, partial final
page, previous/next boundaries, changing content size, live viewport
resize, page-category transitions, close/reopen reset, zero capacity
and bounded one-thousand-row policies.
The Unreal source-binding checks cover the real HUD's full detail collection, menu rendering, fresh first-press touch routing, keyboard bindings that execute during a paused world, and preservation of separate SAVE FAILED and PageUp/PageDown behavior.
This does not test UE 5.8 UHT/Editor compilation, in-engine draw order, Android device tap delivery, visual DPI scaling or installed Windows/Android binaries. Before calling it game-ready, build the actual authorized engine targets, cook the authored original circuit, and test every menu with physical touch/keyboard/gamepad at small portrait/landscape sizes, interrupt/resume boundaries, and a real save-failure condition. Capture screenshots/logs/hashes for that exact build. This code is not a stable or playable public game release.