Building an MMORPG HUD Framework in Pure C++ for UE5

Hi everyone,

Over the last few months I’ve been building an MMORPG-style HUD framework entirely in C++ for Unreal Engine.

My main goal was to keep the UI architecture event-driven and avoid relying on widget bindings or per-frame updates whenever possible.

The framework currently includes:

HUD Features

  • HP / MP / Stamina Bars

  • Experience Bar

  • Minimap

  • Target Frame

  • Enemy HP Bar

  • Buff Panel

  • Floating Damage Text

  • Ability Bar with Cooldown Sweep

Data & Gameplay Integration

  • DataTable-driven Skills

  • DataTable-driven Buffs

  • ITargetable Interface

  • Enhanced Input Integration

Architecture

  • Pure C++

  • Event-Driven Updates

  • Delegate-based UI Refresh

  • No Widget Tick Logic

  • Modular HUD Components

One thing I found interesting while building this was that most of the complexity wasn’t in drawing the UI itself, but in keeping gameplay systems and presentation cleanly separated.

A few screenshots are attached.

I’m curious how others are handling HUD updates in UE5 these days.

Are you using bindings, polling, or fully event-driven UI?

Feedback is welcome.

I recently published this on FAB if anyone wants to check it out. [https://fab.com/s/69b1933bc34b\]