# Whats the best approach to HUD in 4.7

**URL:** <https://forums.unrealengine.com/t/whats-the-best-approach-to-hud-in-4-7/314706>\
**Category:** UI\
**Tags:** unreal-engine, CPP, question, UMG\
**Created:** [April 11, 2015, 8:42pm UTC](https://forums.unrealengine.com/t/whats-the-best-approach-to-hud-in-4-7/314706 "2015-04-11T20:42:51Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![anonymous\_user\_a0dfe1c61](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a0dfe1c61](https://forums.unrealengine.com/u/anonymous_user_a0dfe1c61)\
**Post date:** [April 12, 2015, 12:54am UTC](https://forums.unrealengine.com/t/whats-the-best-approach-to-hud-in-4-7/314706/2 "2015-04-12T00:54:04Z")

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This can be easily done by extending the `UUserWidget` class. If you create a variable or function, and make it available to the UMG blueprint with the `UPROPERTY` and `UFUNCTION` macros, you should be able to use those values or call the functions normally.

There is also the need to include various dependencies into your project.

The whole process is summed up nicely here,

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