CrimsonNumberPop · Lesson 1 of 8

Display-Only, By Design

Beginner2 minOverviewMultiplayer

Before you start

  • The CrimsonCommon — Setup & Foundations course
  • Unreal Engine 5.8+
Video coming soon

Chapters

The flow

The server builds a FCrimsonNumberPopEvent (value, tags, target) and calls Broadcast Number Pop on a replication component that lives on the Game State. On each client, the CrimsonNumberPopSubsystem applies the local player's display filters, resolves a visual style from a tag-driven registry, and recycles a pooled widget above the target.

Why unreliable

Pops are cosmetic, so everything rides unreliable RPCs — a dropped packet means one missing number, never desync. The subsystem doesn't exist on dedicated servers at all: gameplay never depends on a pop.

Ships ready to run
The plugin includes a demo registry, widget, and distance curve pre-wired in its config — pops work out of the box. This course authors your own assets so the numbers look like your game.

What we'll build

  1. Enable the plugin
  2. Author a style registry
  3. Author a pop widget and point settings at both
  4. Add the replication component and broadcast
  5. Tune filters, placement, and scaling — then test with the dev tools