I just got started with Unreal Engine yesterday and I'm having issues getting the UI to display on screen. HUD not showing up 12-10-2014, 09:33 PM. I am trying to start a map-like software of my school. An overview of the Blueprints HUD example level, example 1.1: HUD Example Unreal Engine 4 Documentation > Samples and Tutorials > Content Examples > Blueprints HUD > 1.1 - HUD Example 1.1 - HUD … It does only what you told it to do (not mentioning times when game does what it wants to do ie. If you try out the HUD level of the ContentExamples with 2 players, you will notice that the client can not press "M" for showing the menu - which is kinda the same problem I think...can anyone point me in the right direction ? umitcel Jan 23 '16 at 04:40 PM Actually, adding constructor solved my problem, greetings. The HUD material is controlled by a blueprint either as a mesh or as a UMG widget. Thanks for letting me know about setting the font, once I did that it is now showing up as my HUD. It's rediculously easy in Unity but I've spent all day trying to do something incredibly simple and haven't gotten anywhere. From the Level Blueprint, You could try getting the PlayerController and get HUD do a pure cast to your HUD class then execute this event. So i'm making a project for a business for school, and all the materials that I've got disappear when i play. So this step is skipped. So I start a new project. crashing) Finished the vid, and was able to compile everything w/o error, but when I run the editor and click play, nothing shows up on the screen. I click Add New -> User Interface -> Widget Blueprint -> "NewHUD" So if you attach HUD elements to the camera, they instantly blur very heavily as soon as you start to move. Firstly add an IsValid from the Event Tick and plug your HUD Reference in chances are it is not valid so not ever setting the event off. UE4's motion blur doesn't discern between things that are moving with the camera and things that aren't. Second, you have two ways of going about putting the HUD … First thing I encountered is that this is pretty much incompatible with motion blur. you have get player pawn or get player controller somewhere in blueprints. Or even better do UMG hud. And again you did not connect the execution pins of the node where you try to set the string. But now the solution: You chose the HUD to show the text which is ok. Natively the hud draws the crosshair, which you can leave untouched. On part 17 of the Intro to UE4 Programming: Coding a canvas HUD. You'll notice a lot of existing games show remaining bullets in a mag on the guns themselves, and put buttons and maps and other indicators on your wrists or something you have to hold. If you're going to insist on a HUD, keep it minimal. In the end there is no value (null) that could be printed by the Draw Text node. IF you always get player 0 there it is no wonder that game obeys your wish and displays hud for player 0 only. 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