HUD


1 Overview

This document will explain how to setup the HUD based our framework.


2 Basic Setup

Create child blueprint class of BP_HUD_USG as follow:

  • Game/USGT/Game/CoreModules/HUD/BP_GameplayHUD

hudsetup

  • RootWidgetClass: Root userwidget of this game mode.

  • RootWidgetZOrder: ZOrder of root userwidget.


3 Development Flow

For a specific gamemode, create the one hud class to control the UIs lifecycle (create and destroy). By this way, you can manage the UIs clearly for different gamemodes. The current HUD instance will be destroyed once you switch to another map with different HUD class, but you need some permanent UIs besides UIs controlled by the HUD, such as loading screen widget. In this case, we create the view manager instance to do this (See section 3 from GameInstance chapter).