So I have been working on this HUD system with the intention to make a guide but I ran out of time this weekend so I thought I would jot my progress so far here with the project file so others can have a play.
There is a bug where you need to press all the buttons a few times before it all starts working correctly, its why i’m going to bed right now
I achieved this by setting up a post processing material with sequencer files sending data to them via material collection parameters.
I have also set it up to work with single textures or flipbook textures, but I am having trouble scaling and positioning flipbook textures because of the intrinsic nature of their UV’s
I have put alot of work into making the master material pass all the required settings onto the material instance using material parameters, this allows others (and me) to use the materials without being smacked in the face with a material graph.
Starting from the top -
Flipbook textures are a type of texture that puts all frames of an animation within one texture file in a grid, here we use each frame of an animation as one “state” of the hud element. Flipbooks make sense for linear stats like health, ie. you can only ever have x amount of health so we only ever show x frame of animation.
You can load your custom flipbook textures here but you need to tell the system the grid size of the flipbook in rows and column.
Flip book position sets the phase or frame, normally you will leave this set to 0 and control the position from the sequencer.
At the moment you need to make flipbooks fullscreen for this system which is not ideal, I am looking at ways to get around this.
Next are the static hud elements which just use standard textures and can be scaled and positioned at will with the settings provided.
Data is fed to the material by adding a material parameter collection track to a sequencer and keying the required input.
I have not explored if verse can pass data to material parameter collection yet, this would be ideal.
Material parameter collections are sort of like an array of middle men between UEFN and materials, they tell materials what to do by default or in their idle state, but can then pass data from UEFN to the material to override this default data. These are the key to making good “game aware” reactive materials.
And there it is in all its glory.
Flipbook Handler
Static Element Handler
So yeah sorry this is rough, i’m tired lol.
Here is the project. Questions and suggestions are very very welcome.
HUDConcept.zip (1.7 MB)
Peace!