Intended architecture for a Noesis Studio + UE5.7 project
Posted: 07 Mar 2026, 01:09
Good evening
I've just started tinkering with Noesis Studio in UE 5.7 and there's one main thing I'm wondering with regards to intended project architecture that I'd love hearing your thoughts about.
At the moment, the action phase of this game project I'm using Noesis for is built around an overworld level to which I've added an OverworldView (using the Level BP as showcased in the documentation). This points to an OverworldPage as its XAML and using data binding all its components are working great showing the right data, so this main HUD is now set.
Now planning to add both an Auxiliary UI (with Inventory, Progression, Quests, etc... all tabbed) and a Menu (with settings and so on, the usual stuff), I'm left wondering what is the right architecture for it.
- In order to follow the recommended MVVM architecture, should I be adding two other views, each pointing to specific pages as their XAML, and changing the active and shown NoesisView at runtime on Unreal's side triggering commands from Studio when the player engages the appropriate actions? Or should I be building it all under one View, and handling the showing or hiding of these other interfaces using sub-pages and visibility and event triggers within Noesis Studio?
- Is there a strong reason why the aforementioned Overworld HUD couldn't just be a component instead of a page i.e is it the intended approach for every Noesis View to have a page as its XAML, even if they have to be transparent and mere containers for components?
Thanks a lot in advance.
I've just started tinkering with Noesis Studio in UE 5.7 and there's one main thing I'm wondering with regards to intended project architecture that I'd love hearing your thoughts about.
At the moment, the action phase of this game project I'm using Noesis for is built around an overworld level to which I've added an OverworldView (using the Level BP as showcased in the documentation). This points to an OverworldPage as its XAML and using data binding all its components are working great showing the right data, so this main HUD is now set.
Now planning to add both an Auxiliary UI (with Inventory, Progression, Quests, etc... all tabbed) and a Menu (with settings and so on, the usual stuff), I'm left wondering what is the right architecture for it.
- In order to follow the recommended MVVM architecture, should I be adding two other views, each pointing to specific pages as their XAML, and changing the active and shown NoesisView at runtime on Unreal's side triggering commands from Studio when the player engages the appropriate actions? Or should I be building it all under one View, and handling the showing or hiding of these other interfaces using sub-pages and visibility and event triggers within Noesis Studio?
- Is there a strong reason why the aforementioned Overworld HUD couldn't just be a component instead of a page i.e is it the intended approach for every Noesis View to have a page as its XAML, even if they have to be transparent and mere containers for components?
Thanks a lot in advance.