MMORPG HUD System – Pure C++, Event-Driven, UE 5.4–5.7

Hi everyone,

I recently released an MMORPG HUD System for Unreal Engine and wanted to share it here for feedback.

The goal was to provide a production-ready HUD framework that stays fully event-driven in C++, without relying on widget bindings or per-frame UI updates.

Features

  • Status Bars (HP / MP / Stamina)

  • Ability Bar with Cooldown Sweep

  • Minimap

  • Buff Panel

  • Target Frame

  • Enemy HP Bar

  • Floating Damage Text

  • Experience Bar

  • DataTable-driven Skills & Buffs

  • ITargetable Interface for easy extension

  • Enhanced Input Integration

Architecture

  • Pure C++

  • Event-Driven Updates

  • No Widget Tick Logic

  • No Property Bindings

  • Delegate-based UI Refresh

Compatible with:

  • UE 5.4

  • UE 5.5

  • UE 5.6

  • UE 5.7

I’d love to hear any feedback, suggestions, or questions regarding the architecture and implementation.

FAB: MMORPG HUD System - C++ & Blueprint Compatible | Fab

Demo Video: https://youtu.be/5O55NuZWjPs