Common usage patterns and example code for Universal Floating Widget.

Layout save/load (Blueprint)

Get the subsystem from your HUD or Player Controller (context must have LocalPlayer). Use "Get Local Player Subsystem" with type FloatingWidgetLayoutSubsystem. Use Save Layout and Load Layout for layout persistence.

// Save current arrangement
Subsystem->SaveLayout(FName("Default"));

// Load a layout
Subsystem->LoadLayout(FName("Default"));

// List saved layouts (for a dropdown)
TArray<FName> Names = Subsystem->GetSavedLayoutNames();

// Reset to designer positions (no saved layout needed)
Subsystem->ResetToDesignerDefault();

// End all active drags (e.g. when opening a modal)
Subsystem->EndAllActiveDrags();
          

Layout save/load (C++)

// From Blueprint or C++ — use LocalPlayer context
UFloatingWidgetLayoutSubsystem* Sub = LocalPlayer->GetSubsystem<UFloatingWidgetLayoutSubsystem>();
Sub->SaveLayout(FName("Default"));
Sub->LoadLayout(FName("Default"));
Sub->ResetToDesignerDefault();
TArray<FName> Names = Sub->GetSavedLayoutNames();
Sub->DeleteLayout(FName("OldLayout"));
Sub->SetLastUsedLayout(FName("Default"));