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