Blueprint HUD - Could someone give me a brief breakdown?

I’ve been working on a game in UE4 using blueprint recently, and have now started to tackle the HUD - to a great headache.

I’ve explored the blueprint office and the Blueprint_HUD level in the content examples, but can’t seem to work much out. As I’m playing the game, 90% of the nodes in the blueprint shipped in the content example never fire. I’ve tried looking into the documentation, but either what I’m looking for doesn’t exist, or I’m looking in the wrong places.

Could someone give me a brief breakdown/explanation of how to get started, or where I should look to learn more?

You need [Event Begin Play] [Enable Input] [Get Player Controller] If your in the HUD class.

Could you explain what you are trying to do? The basic idea is you create a new BP based on HUD, set that in your custom GameMode BP, and inside the HUD BP event graph, use the ‘draw HUD’ event to draw various items onto the players screen. The first person template contains a really simple HUD with just a crosshair that might be a useful starting point.

If by that you mean events like hit box events (mainly for buttons, like in your pause/main menu), then make sure you have enabled the input in your player controller BP. Some of the templates such as SideScroller template have those disabled by default.

To enable them open your player controller BP, go to Defaults mode at the top right, check “EnableClickEvents” and “EnableMouseOverEvents”. There are another 2 for touch input, in case you’re targeting mobile OSs.

You just need to add components into the build print of the HUD. As well there are example in the market and youtube that can be found easy that I see has simple stuff setup.

What extra benefit do you get by setting the HUD based BP in your custom GameMode BP? I have no game mode override on (ie ‘None’ is selected) and it functions ok so far, I’m just starting working on my HUD and am trying to wrap my head around it all… Thanks!