CrimsonUI · Lesson 7 of 9
Push Your HUD
Before you start
- Completed: Create the Policy & Point Settings At It
Chapters
1. Create a HUD layout
Create a widget Blueprint parented on `CrimsonHUDLayout` — your health bars, ammo counters, and minimap live inside it. It's an activatable widget, so it participates in input routing like everything else.
2. Push it onto UI.Layer.Game
When the local player is ready (e.g. from the Player Controller's BeginPlay behind an Is Local Player Controller check), call the async Push Content To Layer For Player node: layer UI.Layer.Game, widget class = your HUD layout.
// From code with the root layout in hand:Layout->PushWidgetToLayerStack<UCrimsonHUDLayout>(GameLayerTag, HUDLayoutClass);
3. (Recommended) The HUD actor
Set your Game Mode's HUD Class to ACrimsonHUD — it's the Game Feature anchor and feeds the GAS debugger its actor list. It doesn't draw anything itself.
Verify
Press Play — your HUD layout appears. That's the whole pipeline working: policy → layout → registered layer → pushed widget.