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\]





