FAB HELP / PRODUCT 01
RFS Radial Wheel
A C++ and Blueprint radial menu system for Unreal Engine, built for weapon wheels, item wheels, ability wheels, consumables, tools, and other quick-select interfaces.
Unreal Engine 5.5Unreal Engine 5.6Unreal Engine 5.7
QUICK SETUP
Get a Wheel Running Fast.
- Enable the
RadialWheel plugin.
- Add a
Radial Wheel Component to your character, pawn, or controller.
- Create or duplicate a
RadialWheelConfig data asset.
- Assign the config to the component's
Wheel Config field.
- Assign a widget class derived from
RadialWheelWidget.
- Wire your input using
Inject Open Input, Inject Stick Input, Inject Mouse Input, Inject Confirm Input, and Inject Cancel Input.
For a basic hold-to-open setup, call Inject Open Input(true) when the button is pressed and Inject Open Input(false) when it is released.
INPUT MODES
Common Control Patterns.
Mouse And Keyboard
Open and close the wheel with Inject Open Input, use the pointer or Inject Mouse Input for direction, and confirm with left click or Inject Confirm Input.
Gamepad
Use the open input to show the wheel and either let the component read the configured stick automatically or pass the values through Inject Stick Input.
Keyboard Or D-Pad Navigation
Enable keyboard navigation in the wheel config and use Highlight Next Radial Slot, Highlight Previous Radial Slot, and Handle Radial Wheel Keyboard Step.
Custom Input And Accessibility
The Inject* functions are generic enough to support Enhanced Input, controller abstraction layers, widget buttons, accessibility surfaces, and VR pointer systems.
FEATURE REFERENCE
What the Product Supports.
Creating Slots
- Slot ID, display name, description, and icon.
- Enabled, disabled, locked, and lock-reason states.
- Cost text, affordability state, ammo values, quantity values, cooldown state, gameplay tags, and linked subwheels.
- Three slot behaviors:
Equipable, Consumable, and Action.
Live Slot Updates
- Set slot enabled or disabled.
- Lock or unlock a slot with a reason.
- Replace icons, cost values, secondary text, ammo, quantity, cooldowns, or the full slot list at runtime.
- Designed for inventory, crafting, shop, cooldown, and ability systems.
Subwheels
- Configured subwheel definitions in the wheel config.
- Runtime-generated subwheels.
- Auto-generated Back slot and configurable Back slot position.
- Optional breadcrumb titles and configurable nesting depth.
Layout Options
- Full 360-degree wheels and partial arcs including 180-degree half-moon layouts.
- Configurable start angle, slot order, inner radius, outer radius, gap, separators, and edge softness.
- Automatic content fitting for different slot counts with optional per-slot overrides.
Themes And Visuals
- Wheel, highlight, and partial-arc materials.
- State-driven colors for normal, hover, selected, disabled, locked, and unaffordable slots.
- Center display, tooltip panel, ammo/count colorization, and detached cost row options.
Cooldowns, Audio, And Haptics
- Cooldown duration, remaining display, completion event, and optional real-time ticking.
- Configurable sounds and haptics for open, close, hover, confirm, disabled, cooldown complete, and subwheel actions.
Networking, VR, And Data Integration
- Local-only, replicated confirm, and fully replicated modes.
- World-space widget support with camera-facing and pointer injection options.
- JSON import/export, optional DataTable slot sources, and utility helpers for slot lookups.
DOCUMENTATION COVERAGE
What This Page Covers.
This help page is intended to give buyers a practical reference for setup, control patterns, and core feature coverage.
- Quick setup for plugin enablement, component assignment, config setup, and input wiring.
- Control guidance for mouse and keyboard, gamepad, and keyboard or D-pad navigation.
- Feature coverage for slots, live updates, subwheels, layouts, themes, cooldowns, networking, VR, and data integration.
- Future screenshot examples for setup, runtime states, and advanced configuration once final captures are available.
Additional screenshots and visual examples can be added later as production captures are prepared.