LogoLogo
API Status
  • 👋Welcome
  • 🌐What is Morpheus Platform?
    • Interoperability
  • â„šī¸Help
    • 📗Glossary
    • 🆘Support
    • Firewall problems
    • EULA
  • CREATION
    • 🎮Unreal Development
      • ⚡Get Started
        • âš’ī¸Download the Editor
        • âĢUpload 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
        • đŸŽ™ī¸Chat
          • Unreal Text Chat
        • đŸŽ›ī¸Control Panels
          • Control Panel Configuration
          • DJ booth mission control
          • Observer Controls
        • 🔉Crowd Audio
        • đŸ¤ŧCrowd 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
        • đŸ–Ĩī¸Loading Screen
        • ⚡Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • 🧊MML
        • đŸ•ēMotion Capture
        • 📡Networking
        • đŸ“ĸNotifications
        • Raycastable Crowd
        • 🌐Singletons
        • 📱Streaming & Multiplatform
          • GFN on mobile
        • đŸ–Ĩī¸UI
          • "UI Mode"
        • đŸ—ƒī¸User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • đŸ“ēVideo 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
        • đŸĒŸWeb 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
        • âœˆī¸World Travel
          • World Travel in the editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • 🔑Workflows
        • â†—ī¸Upgrade the Editor
          • đŸ–Ĩī¸Version History
        • âš™ī¸Editing Project Settings
        • 📈Profiling
        • đŸ§ēMarketplace Importing
        • đŸ› ī¸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
        • đŸ’ģHardware Reqs
      • đŸŽĨBroadcast
        • 📹OBS Integration
      • Failover
      • 🏁Capacity And Queue Management
  • ADMINS
    • đŸ‘ĒAccess Control
      • Adding metaverse contributors
      • Creating a new project
    • 💲Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • âš™ī¸Settings
      • đŸ—ƒī¸Projects
  • APIs and Tooling
    • đŸ–Ĩī¸API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • đŸ’ģTemplate Web App
      • đŸ’ĸModeration
    • Pixel Streaming
    • 🚀Launcher
  • Integrations
    • 📊Analytics
      • Sending events from web
      • 🎮Sending Events from Unreal
    • đŸ’ŦChat
      • 🎮Integrating Pubnub with your Unreal Project
      • Adding Moderation to Chat
Powered by GitBook
On this page
  • Overview
  • Step-by-step HUD configuration

Was this helpful?

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

How to Customize the HUD

Last updated 7 days ago

Was this helpful?

Due for Removal, please see .

MSquared has reduced its UI offerings, and so the documentation on the HUD is likely to be out of date.

MSquared will not be addressing non-critical issues on this feature going forwards. If you want equivalent functionality, it will need to be created in your own project.

Please speak to your Support Engineers for more info.

Overview

Contrary to default Unreal Engine HUD which does not provide any standard user interface elements, World Builder project can be configured to use 2 variants of standard HUD user interfaces, customizing it, adding more elements to project’s version of the HUD or removing/modyfing elements to suit project needs.

Default HUD is desktop optimized and no longer in active development, it may be replaced by new HUD in one of the next World Builder versions.

New HUD is aiming for usability on both mobile and desktop devices, it is in active development. Below is the standard desktop view of the approchability HUD with click to move funtionality and the new chat system.

Click to move is not enabled by default, can be configured as needed.

\

-Top-Left Text chat button - click/touch it to show text chat, &#xNAN;Text chat offers desktop or mobile optimized view, optional party system and interaction with web chat (people outside of experience can chat with people inside experience and vice versa). &#xNAN;Can be resized vertically (mobile variant) or both horizontally and vertically (desktop variant). &#xNAN;Resizing it to smallest possible height will result in collapsing to button again.

Currently connected players counter - simple information how many people are on the same server \

-Top-Right Profile and settings button - click/touch it to enter game menu, where user can select profile image from his collection, change his user name and adjust certain experience settings

-Bottom-Right Emote-picker: Can be used directly or with keyboard shortcut ‘b' to open emote selection. Character will perform selected emote action and emote icon will appear above character. For some emotes, these icons will be visible to other players, for some emotes, only performed action is visible to other players without the icon itself.

Certain aspects of the HUD are controlled using live config values, please see live config reference [HERE - TODO put documentation link]

Step-by-step HUD configuration

Initial list of steps to achieve hud customization, resulting in new assets in the project plugin for the existing hud extended with a new button that executes some arbitrary blueprint logic (i.e. prints something)

There are two ways to change HUD used here -

  1. Change whole game mode which includes HUD, Player Controller class and others listed above

  1. Create your own new game mode where you can customize every element

Here’s how to do that in more detail:

  • Make your own game mode which is a copy of one of example ones\

    • Repeat same operation with a HUD class, so you have your own where you can setup your layers

    • Lastly again make a copy of HUD WBP to have your own version to customize what players see when they enter the experience, to do that, first locate the currently used widget class

Once located in Content Browser, drag it to your plugin, make a copy, change the name and go back to settings pictured above to use new HUD widget blueprint.

Customizing HUD widget blueprint:\

Provided new HUD has a lot of widgets, most of them are modular and can be removed without breaking the functionality of the HUD itself. Many of these have exposed settings like M2TextChatWindow in above example screenshot - on the right in the Details panel you can see Config section.

Adding a simple widget to the HUD:

If we want to build a more advanced widget, like a window appearing when this button is clicked, we can create a new widget blueprint extending J_JunoCoreWidget

After adding a few elements to the new widget:

Hooking up closing the widget:

Finally hooking up showing the window widget to “Click Me” button mentioned before:\

Showing new widget in action:

(TODO additional documentation link required for configuration )

More information about new chat system can be found here:

Legacy chat system documentation can be found here:

-Bottom-Center Device and objects quickbar - can be used to use various devices, use consumables or place objects in the world. When device or object is currently selected, additional information will appear in Bottom-Left corner of the HUD. More documentation about inventory / quickbar / devices can be found here: Devices reference:

More information about Emotes here: Microphone toggle: used to activate voice chat. On mobile version, toggle to enable/disable microphone, on desktop version, hold 'c’ while talking.

🎮
📚
đŸ–Ĩī¸
How to set up Approachability
In-and-out-experience chat
In-experience chat
The Inventory System
Existing devices
Emotes
Docs
Default World Builder map and HUD
Approchability HUD layout
When changing HUD, first lets access world settings - they can be enabled there if there are not visible already
In the world settings look for “Game Mode” section
Select a copy afterwards
Rename the gamemode and select it from the list in your map
Game layer should be configured to new HUD widget blueprint (class before the change on the screenshot)
Here M2 Standard Button was added anchored to middle right of the screen set up to be Action Button with “Click Me” label
On the bottom section of Details Pane of that button, there are exposed Events, here OnButtonClicked event was crated to show debug text on the screen when button is clicked
In non-click to move mode, to access mouse and buttons, use right click, after button is clicked, message should appear