CrimsonNumberPop · Lesson 1 of 8
Display-Only, By Design
Before you start
- The CrimsonCommon — Setup & Foundations course
- Unreal Engine 5.8+
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
- Enable the plugin
- Author a style registry
- Author a pop widget and point settings at both
- Add the replication component and broadcast
- Tune filters, placement, and scaling — then test with the dev tools