# Begin Play Event of HUD-Blueprint not called

**URL:** <https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042>\
**Category:** UI\
**Tags:** hud, beginplay, unreal-engine, question\
**Created:** [January 10, 2021, 4:16pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042 "2021-01-10T16:16:43Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![Pseudocorpus](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pseudocorpus/32/453689_2.png) [@Pseudocorpus](https://forums.unrealengine.com/u/Pseudocorpus)\
**Post date:** [January 10, 2021, 4:16pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/1 "2021-01-10T16:16:43Z")

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Hello there,

I made my own subclass-Blueprint of the standard HUD-Class and tried to fire a simple print with the help of the BeginPlay-Event. For some reason this doesn’t work. I never had this problem before. Do you know what could be causing this?  
Thanks in advance.

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [January 10, 2021, 4:44pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/2 "2021-01-10T16:44:53Z")

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Did you specify your HUD in a new game mode, and make that game mode the default for the level or project?

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**Author:** ![Pseudocorpus](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pseudocorpus/32/453689_2.png) [@Pseudocorpus](https://forums.unrealengine.com/u/Pseudocorpus)\
**Post date:** [January 10, 2021, 5:04pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/3 "2021-01-10T17:04:28Z")

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Hey. Yes, I specified the HUD class in the game mode. The same print node fires in the Construction Script of that HUD class but the BeginPlay Event doesn’t work.

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [January 10, 2021, 5:23pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/4 "2021-01-10T17:23:54Z")

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How about a delay after the begin play? ( grasping at straws… )

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<div class="post-metadata">

**Author:** ![Pseudocorpus](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pseudocorpus/32/453689_2.png) [@Pseudocorpus](https://forums.unrealengine.com/u/Pseudocorpus)\
**Post date:** [January 10, 2021, 6:35pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/5 "2021-01-10T18:35:29Z")

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Ok, Delay didn’t work. Maybe I should have mentioned that I did test it in Multiplayer in “Play as client” mode  
But I did find out that it I play “As a listen Server” it works on the server player as well as all the clients which confuses me even more. I thought the HUD was purely a client thing.

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [January 10, 2021, 7:00pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/6 "2021-01-10T19:00:42Z")

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Ah, multiplayer, I have to bail then. Not my specialty, I’m afraid…

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<div class="post-metadata">

**Author:** ![Pseudocorpus](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pseudocorpus/32/453689_2.png) [@Pseudocorpus](https://forums.unrealengine.com/u/Pseudocorpus)\
**Post date:** [January 10, 2021, 7:15pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/7 "2021-01-10T19:15:55Z")

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No problem. Thanks for your help.

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**Author:** ![blindminds](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blindminds/32/1213160_2.png) [@blindminds](https://forums.unrealengine.com/u/blindminds)\
**Post date:** [April 5, 2025, 5:16pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/8 "2025-04-05T17:16:34Z")

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Find Solution?  
I am having same issue…never had this happen before  
Project settings and game mode settings all point to the correct HUD

Interesting enough, I have another Game Mode AND Game Instance AND HUD - when I switch all project settings for that one, it will print BeginPlay Debug Print String, but I switch project settings to the otherGame Instance, Game Mode, HUD etc., and everything will begin play except HUD??

Not multiplayer

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<div class="post-metadata">

**Author:** ![blindminds](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blindminds/32/1213160_2.png) [@blindminds](https://forums.unrealengine.com/u/blindminds)\
**Post date:** [April 5, 2025, 5:53pm UTC](https://forums.unrealengine.com/t/begin-play-event-of-hud-blueprint-not-called/477042/9 "2025-04-05T17:53:25Z")

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Ok, I think I figured it out -

My other Game Mode, was for a game I started making years ago - and I was making it for multiplayer

It has been many years and I have not touched multiplayer, and my other game mode wassingle player for a different game (all in same project)

In the multiplayer game mode, I had the initialize HUD for player node and did not use it in my other game mode

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/5/0/1502ec6e82803e6e778580aed075a92b24b48e3d.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/0/9/0090ce699622c3881b227c179cf3dcfb7787fd02.png)

If I delete that node, HUD will spawn

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/2/1/021ccc5ad6561211707a6e122e20467b3f14de3d.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/9/2/092efd2ccd500ea72559dd2212928df4f93ae362.png)

I have forgetten everything multiplayer, and need to relearn - but here is solution if anyone else encounters this - or me again when I forget

With the Initialize HUD for Player, I had to specifically spawn actor with my custom HUD class to get it to print on beginplay

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/4/4/044056b63102141ebfb45bbb1b66eb54d36a5e66.jpeg)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/9/8/798f6d5de956f95235333888b5782ae1d9afd8c8.png)

I found this node and it sawned a HUD, but not sure if this is correct - need to do some more recent learning on multiplayer

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/7/4/674b4872e433a097d90ccd9d45ea61e32aff7da0.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/e/2/ae24730fa00f03e8acc712b48c8fee952430bc2a.png)

which, I find strange, cause the code from my other game did not do this??

So, I am not for certain this is the correct way to do it??
