HUD, UMG, and After Effects

I’ve seen various things like After Effects used to create HUD information. But, I’m having trouble understanding exactly what it is you do in the whole pipeline of information to create a proper UMG system. I have a UMG setup that uses basic text that information gets fed into, but I’m utterly lost on the whole pipeline to create say an animated number setup to define ammo count or something along those lines. Most especially how I would use something like this once it is in UE4.

After Effects doesn’t fit anywhere in the Slate/UMG pipeline. It’s useful for creating mock-ups of the UI you’d like to have in your game, but there’s no pipeline for importing or digesting any of the information in it. All effects in UMG need to be done with materials, or by using custom painting using the primitives provided in the Slate renderer. Then animated with either blueprint script, or using the Sequencer animation track at the bottom of the designer. What sort of animation do you need for displaying the ammo count?

Oh well that is a shame.

I was just wanting to create more visually appealing HuD designs to represent basic information. I just have basic grey squares and numbers rather than anything more distinctive currently. Was really wanting to figure out how I’d go about creating the types of more game-ready HuDs. Figured it could be done with After Effects, but apparently not. Something just about the concept of creating something like the below and moving into UE4 is being difficult for me to wrap my mind around.

also want animate stuff in AE and then put this in unreal…

Cant we just use movie textures with a 2nd movie texture as the mask and have the umg buttons swap to another texture to play different parts of the after effects animation?