Page Navigation

How to work with GS_Play page navigation — single-tier page hierarchy, focus management, and transitions.

Page Navigation is the core of the GS_UI system. Pages are the fundamental unit of UI organization — each page represents a screen, panel, or section of your interface. Pages can be root pages (registered with the UI Manager as a canvas entry point) or nested child pages (managed by a parent page). Navigation uses a push/pop focus stack so the system always knows where to return when the player backs out.

For architecture details, the NavigateTo algorithm, and component internals, see the Framework API reference.

Root page entity setup in the O3DE Editor

 

Contents


Page Types

TypeHow It’s ConfiguredWhat It Does
Root Pagem_isRoot = trueRegisters with the UI Manager by name. Acts as the canvas entry point.
Child Pagem_isRoot = falseRegisters with its parent page automatically. Managed by parent’s show/hide logic.

A canvas typically has one root page at the top, with child pages nested beneath it for sub-screens (settings tabs, inventory categories, confirmation dialogs).

Nested pages entity hierarchy in the O3DE Editor

Example of pages within pages to determine UI display structure, and handling changing focus between pages. SettingsWindowPage represents the main options windows. The child pages are the actual different windows that display within the space, changing with side menu changes.

For guides on complex page navigation, see Lesson: Create UI.

 

Required Companion Components

Root page entities require two additional components alongside GS_UIPageComponent:

ComponentWhy It’s Needed
FaderComponentDrives alpha-based fade transitions for show/hide animations.
HierarchicalInteractionToggleComponentDisables input on the entire page subtree when the page is hidden, preventing clicks from reaching invisible elements.

Add both to every root page entity in the UI Editor.


These are the primary methods for controlling page flow:

ScriptCanvas NodeWhat It Does
NavigateTo(forced)Focuses this page. Automatically pushes at the correct ancestor level in the hierarchy.
NavigateBackWalks up the page hierarchy to find the first ancestor with a non-empty focus stack and pops it. If no stack is found, calls NavLastUI on the UI Manager (closes the canvas).
ChangePage(target, takeFocus, forced)Swaps the displayed child page without pushing a new focus stack entry.
ToggleShow(on)Shows or hides this page.
ChangeUI(targetUI, takeFocus, hideThis)Cross-canvas navigation — switches to a different UI canvas.
FocusChildPageByName(name, forced)Focuses a child page by its m_pageName string.

Handling Page Components

Navigating Pages

Changing UIs


Return Policies

Each page has a NavigationReturnPolicy that controls which element gets focus when the page is returned to:

PolicyBehavior
RestoreLastReturns focus to the last interactable the player was on (e.g., resume where you left off).
AlwaysDefaultAlways returns to the page’s default interactable (e.g., always land on “New Game” button).

Page Transitions

Pages support three motion slots for animated transitions:

SlotWhen It Plays
onShowWhen the page becomes visible.
onShowLoopLoops continuously while the page is visible.
onHideWhen the page is hidden.

Each slot takes a .uiam (UI Animation Motion) asset. See UI Animation for track types.


Quick Reference

NeedBusMethod
Navigate to a pageUIPageRequestBusNavigateTo(forced)
Go backUIPageRequestBusNavigateBack
Switch child pageUIPageRequestBusChangePage(target, takeFocus, forced)
Show/hide a pageUIPageRequestBusToggleShow(on)
Switch canvasesUIPageRequestBusChangeUI(targetUI, takeFocus, hideThis)
Focus child by nameUIPageRequestBusFocusChildPageByName(name, forced)

Glossary

TermMeaning
PageThe fundamental UI unit — a screen, panel, or section of the interface
Root PageA page registered with the UI Manager as a canvas entry point
Child PageA page managed by a parent page, navigated to via ChangePage or FocusChildPageByName
NavigationReturnPolicyControls which element gets focus when returning to a page (RestoreLast or AlwaysDefault)

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_UI

GS_UI — Explore this gem on the product page and add it to your project.