If you are happy with HUD BP’s functionalities you can use that. If not, go with UMG. HUD blueprints are better for fast prototyping while UMG is better for a final product.
I think you can use HUD canvas and UMG in same time but not sure. As for replacement it is possible HUD might be removed in future, but there no sign of it + HUD canvas gives more freedom in blueprint, so its too useful to remove it. Maybe UMG will be integrated with HUD class in future who knows
Hello, I’m starting to learn Unreal Motion Graphics to make the main menu of the game.
I also have a HUD class that shows the enemies health bar on top of them when playing the game. I was wondering, should I be doing that with UMG now? is it possible?
Am I supposed to do all the HUD functionality now in UMG?
I made a MettleHUD blueprint with the parent class ShooterHUD (in the shootergame). In that MettleHUD blueprint I added an interface widget were all the other hud stuff that I make goes while still having all the menu and stuff the original HUD class has. So yes, you can use both.
Well you could do that on any actor, you will still need to do all the control of UMG. So UMG don’t really need specific class, or else you wan to create some UMG HUD managment
- I think you can use HUD canvas and UMG in same time but not sure.
- You can use UMG WidgetComponent to shows the enemies health bar on top of them.
- You need Change World To Screen In WidgetCopmonet ’ s Properties.
- I think it is useful for you: link text.