Art Deco UI Kit - Gilded Court

Art Deco UI Kit - Gilded Court
Unreal Engine 5.8 project
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Every PNG in this kit is imported as a Texture2D under Content/ArtDecoUIKitGildedCourt,
in the UI texture group, uncompressed, with no mipmaps and clamped addressing.
Copy that folder into your own project's Content and the textures come with it.

Three scales are present: Content/ArtDecoUIKitGildedCourt/Scale1x, Scale2x and Scale4x hold the same tree, so switching is a path change.

The kit is vector art. Every element's SVG master ships as the listing's
Additional File, ArtDecoUIKitGildedCourt_SVG_Masters.zip, which holds an SVG_Masters
folder: they stay sharp at any size, for any tool that takes vector art or
to render a scale of your own. Neither engine imports them as they are, so
they are in neither the Unreal project nor the Unity package.

9-SLICE PANELS

  Unreal keeps the slice margins on the brush, not on the texture, so they are
  written here rather than baked into an asset.

  In a UMG Image, set Brush -> Draw As to Box, then set Margin to the inset as
  a FRACTION of the texture's size:

      Panel                     inset (px)   Margin
      reference_192x192            48           0.2500
      panel_*_256x256              48           0.1875
      panel_*_512x384              48           0.0938 / 0.1250
      panel_*_384x512              48           0.1250 / 0.0938

  Margin is left, top, right, bottom in that order, each 0-1. For a square
  panel all four are the same number.

  At 2x the inset is 96 px and at 4x 192 px, and the fractions are unchanged - the textures grow by the same factor.

  The nine cut tiles under panels/9slice/<variant>/ are the same art already
  separated, for a layout that places corners and edges itself. Corners are
  drawn 1:1 and must not be scaled; edges stretch along their long axis only.

STATUS BARS

  Each bar ships three textures: the complete frame, the same border with a
  transparent interior, and the fill on its own. Draw the frame, then the fill
  on top, and scale the fill on one axis to show a percentage. Vertical bars
  deplete downward.

ITEM SLOTS

  The icon window is transparent, so an item icon goes behind the slot texture.

No text glyphs are included anywhere, so nothing needs redrawing to localize.