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Unreal Engine C++ Fundamentals – AHUD, UUserWidget and UWidgetAnimation

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Hey guys,

We are going to continue our C++ Fundamentals lessons by creating a custom HUD using AHUD class, then adding a custom widget to the HUD using UUserWidget and finally rounding things off by adding some UWidgetAnimations to make the whole thing look a bit more pretty.

As usual you can find the starter project on our GitHub page.

Hold up, lets get some background on all this stuff first !

HUD – heads.up.display. this is a way of projecting various bits of information in the form of text, images, animations, etc to inform the player as to what is happening to him, other things, or his environment.

Alternatively a hud can also represent menu screens, credits, etc.

Essentially they are the large canvas on which various components and widgets will be displayed on.

For example:
– hud that show cases all the player attributes like health, mana and stamina
– options menu for configuring graphics properties
– scrolling credits

User Widget – a single purpose component that you can attach to various locations on the hud as well as the view port. this is normally either a single “ui thing” or a logical grouping of “ui things”.

For example:
– a cross hair in a FPS game
– health and mana bars on top of each other
– speed gauge in a car sim

Widget Animation – are user widget components responsible for handling the animation for all the various components added to the user widget.

This includes manipulation of states like transformation, visibility, color and opacity. Which allows designers to create various fun and exciting ways of presenting data and feedback to the player.

Example:
– health bar is actually red liquid that boils away as the player takes damage
– damage indicators that show up when a player hits something and proceed to fall to the ground while fading away

That’s better, now what ?