LogoLogo
API Status
  • Morpheus Platform Documentation
  • What is Morpheus Platform?
    • Interoperability
  • Help
    • Glossary
    • Support
    • Firewall problems
    • EULA
  • CREATION
    • Unreal Development
      • Get Started
        • Download the Editor
        • Upload Content
        • Creating your own map
        • Morpheus Base Project
        • Differences from Unreal
          • Character Configuration
        • Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • Features & Guides
        • Example Plugin
          • Nameplates
          • In-game roles
          • Resizing
        • Actor Pooling
        • Audio
        • Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT collection
          • Capsules and Mesh Transforms
        • Bots
        • Chat
          • Unreal Text Chat
        • Control Panels
          • Control Panel Configuration
          • DJ booth mission control
          • Observer Controls
        • Crowd Audio
        • Crowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics settings
          • Listening to inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • Loading Screen
        • Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • MML
        • Motion Capture
        • Networking
        • Notifications
        • Raycastable Crowd
        • Singletons
        • Streaming & Multiplatform
          • GFN on mobile
        • UI
          • "UI Mode"
        • User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • Video Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • Visual Debugging
          • Inspector
        • Web UI
        • Online Services
          • KV Store Service
        • Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • World Travel
          • World Travel in the editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • Workflows
        • Upgrade the Editor
          • Version History
        • Editing Project Settings
        • Profiling
        • Marketplace Importing
        • Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • Useful Reading
        • Best Practices
    • Worlds
      • Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • Running events
      • Large Scale Events - Checklist
      • Anti-Cheat (EAC)
      • Player Entry
        • React Native
        • Steam
        • Hardware Requirements
      • Broadcast
        • OBS Integration
      • Failover
      • Capacity And Queue Management
  • ADMINS
    • Access Control
      • Adding metaverse contributors
      • Creating a new project
    • Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • Settings
      • Projects
  • APIs and Tooling
    • API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Template Web App
      • Moderation
    • Pixel Streaming
    • Launcher
  • Integrations
    • Analytics
      • Sending events from Web
      • Sending Events from Unreal
    • Chat
      • Integrating Pubnub with your Unreal Project
      • Adding Moderation to Chat
Powered by GitBook
On this page
  • As an Observer
  • Calling the methods directly
  • Entire HUD visibility
  • Nameplate Visibility

Was this helpful?

  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. UI
  5. Head-up Display (HUD)

Hiding the HUD

Information on how to hide the HUD, or particular HUD elements

Last updated 5 months ago

Was this helpful?

There may be circumstances where you want the HUD hidden, e.g. for capturing footage, or showing cinematic camera shots. We have a few helpers related to this:

As an Observer

Calling the methods directly

The various methods to control the HUD/UI visibility that are used by the Observer role can also be called directly, all being methods on the BP_PlayerController, e.g.

Entire HUD visibility

Use either ToggleHUDVisibility or SetHUDVisibility from your player controller

SetHUDVisibility works by broadcasting a OnHUDVisibilityChanged event, which is listened to by the HUD layer widgets (e.g. WBP_Origin_HUD), collapsing them.

What do I do if my custom widget isn't hidden by this command?

If your custom widget isn't present on a HUD Layer widget (e.g. you added it manually in a custom way), it may not get hidden automatically by the SetHUDVisibility method. If so, you can still make it listen to the command by manually making your widget listen to the player controller's OnHUDVisibilityChanged event, and using it to change its visibility.

Nameplate Visibility

Use either ToggleNameplateAbility or SetNameplateVisibility from your player controller

The Observer role (Observer Controls) is designed for capturing footage. It has some pre-defined shortcuts for disabling the entire HUD, or specific parts. See for more details on these.

Disabling HUD
Hiding the HUD with the drone cam item