I’ve been trying to draw some text on the HUD for the last hour or so, and despite all my efforts, I can’t understand why Receive Draw HUD isn’t firing. I’ve been scouring the internet and I’ve made sure of several things.
Firstly, I have a gamemode blueprint, ThirdPersonGamemode, and in that, my HUD blueprint, aptly named “MyFancyAssHUD”, is selected as the HUD blueprint. I’ve been into world settings too, and I’ve made sure that ThirdPersonGamemode is the selected gamemode and that every mention of HUD blueprint is set to MyFancyAssHUD. MyFancyAssHUD is a child of the HUD base class, too.
As you can see, I’ve hooked up a print string node and I’m watching this class while I’m playing the game, and as you can guess, nothing is printed, and the event never seems to fire at all.
At this point, I’m really not sure what else could be missing. If I could provide any other information that’d be useful, ask away by all means.
I’ve given it a try in a fresh project. The blueprint is the exact same as it is in my actual project. All the settings to make it run SHOULD be done correctly, but apparently not, as it still isn’t running. Interesting enough, I hooked up that print string node to the Event tick graph and it’s not running either, which means that Event Receive Draw HUD isn’t the problem, but the blueprint itself is. I think…
Also, on my actual project, there are two levels. I was testing the HUD blueprint on the second level, not the first. I’m not sure if that has any implications, especially considering the HUD blueprint wouldn’t run on either level and wouldn’t run in the fresh project either.
I’ve also checked the “World Outliner” panel while the game is running. There’s a “HUD” object which seems to be instantiated whenever I start the level, but I’m not sure how to find more about it.
Well nevermind then, lad. I’m not sure what I did to fix this. I just finished playing Dishonored and then tried out this game again and suddenly the text started rendering. Issue solved, I suppose.