AGameModeBase::HUDClass
#include "GameFramework/GameModeBase.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
The AHUD subclass spawned for each local player. Null is valid — leaving it unset suppresses HUD spawning entirely.
Caveats & Gotchas
- • AHUD is a legacy system. New projects typically use UMG widgets instead, spawned from BeginPlay or a player's PostLogin. Setting HUDClass only affects the old AHUD pathway.
- • HUD actors exist on the client only; they are never created on a dedicated server. Reading HUDClass server-side will not reflect what was spawned.
Signature
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Classes, meta = (DisplayName = "HUD Class"))
TSubclassOf<AHUD> HUDClass Example
Validate that a HUD class is assigned on BeginPlay
Blueprint
See Also
Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?