HomeBlogUnreal Engine 5 UI Tutorial | Digital Noch

Unreal Engine 5 UI Tutorial | Digital Noch

Throughout gameplay, it’s frequent to wish to speak with the participant both by displaying data comparable to well being, rating or ammo by way of textual content or graphics or by permitting gamers to make alternatives or talk preferences by way of buttons or lists. That is the Consumer Interface (UI) of the sport.

Replace observe: Ricardo Santos up to date this tutorial for Unreal Engine 5. Tommy Tran wrote the unique.

In Unreal Engine 5, you need to use Unreal Movement Graphics (UMG) to create Consumer Interfaces. UMG means that you can assemble a UI simply by dragging and dropping UI parts comparable to buttons and textual content labels, creating each Display Area UI, which shows on high of the sport view or a World Area UI, which seems as an in-game ingredient for weapons or giving details about enemies, as an illustration.

On this tutorial, you’ll discover ways to:

  • Create a heads-up show (HUD) that shows a counter and a timer.
  • Show the HUD.
  • Replace the counter and timer to show variable values.

This tutorial is geared toward a newbie degree however assumes some familiarity with the Unreal Editor. In case you want some refreshing, please consult with the next:

The above tutorials present the premise of the Unreal Engine Editor, the best way to create new Blueprints, the best way to work with blueprint nodes, variables and features. For those who really feel at a loss at any time, please consult with them earlier than going ahead with this tutorial.

Getting Began

Obtain the starter undertaking by clicking the Obtain Supplies hyperlink at both the highest or backside of this tutorial and unzip it. To open the undertaking, go to the starter undertaking folder and open GeometryCatcher.uproject.

Observe: For those who get a message saying that the undertaking was created with an earlier model of the Unreal editor, that’s OK, the engine updates steadily. You possibly can both select the choice to open a duplicate or the choice to transform in place.

Press Play to regulate a white dice and attempt to catch the falling shapes. You possibly can transfer the catcher horizontally by transferring your mouse. After ten seconds, the shapes will cease spawning.

Example of the project gameplay.

The very first thing you’ll do is create a HUD that shows two issues:

  • A counter that tracks what number of shapes the participant has collected.
  • A timer that shows what number of seconds stay till the shapes cease spawning.

You have to use widgets to create all of those.

Utilizing Widgets

A widget is a UI ingredient that gives visible performance to the UI. For instance, a Button widget supplies an object that the consumer can see and click on.

Button widget interaction example, shading on mouse over and click interaction.

The widget itself doesn’t need to be seen. For instance, a Grid Panel widget divides its area evenly between its contents. The consumer can’t see the Grid Panel however can see its impact.

Image widgets organized in a Grid Panel widget.

Widgets may include different widgets. Right here’s an instance of a customized widget that incorporates a Textual content widget and a Textual content Field widget:

Composite widget, with a Text widget and a Text Box widget.

You possibly can even assemble a widget to be a complete interface, comparable to a menu display. Under is an instance of a widget constructed to seem like a title display. All of the UI parts are additionally widgets and are contained throughout the title display widget.

Example title screen.

Now that what widgets are, it’s time to create one for the HUD.

Making a Widget

Go to the Content material Browser and navigate to the UI folder. Click on Add New and choose Consumer InterfaceWidget Blueprint.

Creating a UI element.

After deciding on this feature, Unreal will show a window asking you what widget class you’d wish to create. Click on the button Consumer Widgets and rename the brand new asset to WBP_HUD.

Double-click WBP_HUD to open it within the UMG UI Designer.

The UMG UI Designer

Seven important parts compose the UMG UI Designer:

UMG Window areas.

  1. Designer: This space incorporates the visible illustration of your widget. Pan by holding right-click and transferring your mouse. Zoom by scrolling your mouse wheel.
  2. Particulars: Any widget you choose could have its properties displayed right here.
  3. Palette: A listing of all of the widgets you need to use. Any user-created widgets may even seem right here.
  4. Hierarchy: A listing of all of the widgets you’re at the moment utilizing.
  5. Animations: Widgets can have sure properties animated, comparable to place and measurement. This panel lists all of your animations.
  6. Timeline: When you choose an animation, this panel will show the animated properties and keyframes.
  7. Editor Mode: Right here, you possibly can change between the Designer and Graph modes. The Graph mode is nearly similar to a Blueprint’s Occasion Graph.

Making a Textual content Widget

Textual content widgets are good for displaying numerical data, such because the counter and timer.

As of UE5, the UMG editor doesn’t present a default container for appearing as the foundation of the UI, so that you want a container to fill this function. For those who attempt to insert a Textual content Widget with out a container, the Textual content Widget will turn out to be the foundation, and the conduct received’t be as anticipated.

Go to the Palette panel, seek for the Canvas Panel widget, and add it to the Designer panel.

Adding a Canvas Panel to the Designer Panel

Now, go to the Palette panel and seek for the Textual content widget. Add the widget by holding left-click< and dragging it into the Canvas Panel you positioned beforehand.

Adding a Text Widget

Don’t fear in regards to the textual content content material for now, you’ll exchange it later.

Rename the widget to CounterText. You are able to do this by deciding on the Textual content widget and going to the Particulars panel. Kind in CounterText into the textual content field positioned on the high.

Text Widget change name

You possibly can transfer widgets by left-clicking and dragging the widget within the Designer.

Changing widget position using drag and drop.

You can even resize widgets by left-clicking and dragging the handles. Resizing means that you can set the bounds for the widget. Unreal received’t render something outdoors the bounds.

Altering widget bounds.

Alternatively, you possibly can set the place and measurement by modifying the values within the Particulars panel. Set the next properties and values for CounterText:

  • Place X: 200
  • Place Y: 50
  • Dimension X: 500
  • Dimension Y: 100

Text Widget Position

At the moment, the textual content solely takes up a small portion of the field.


You possibly can improve the font measurement by going to the Particulars panel and navigating to the Look part. There’s a textual content field to set the font measurement on the proper of the Font property.

Changing font size

Set the font measurement to 68.

Appearance of the new font size.

Let’s make the counter look nicer by including an icon subsequent to it.

Creating an Picture Widget

Picture widgets are a simple option to show graphics in your UI, comparable to icons.

Add an Picture widget by dragging it from the Palette window and identify it CounterIcon. Set Place X to 75 and Place Y to 50. This may place it subsequent to CounterText.

Starting point in creating an Image Widget with a Text Widgt.

To set a picture, go to the Particulars panel and the Look part. Develop the Brush property after which click on the drop-down for Picture. Choose T_Counter. Subsequent set the Picture Dimension to 100 by 100.

Select T_Counter Image

The picture will look stretched as a result of the widget has a distinct measurement to the picture.

Stretched image, caused by resizing the widget.

As an alternative of resizing the widget, you need to use the Dimension To Content material choice. This selection will mechanically resize a widget to accommodate its contents.

Whereas nonetheless within the Particulars panel, go to the Slot (Canvas Panel Slot) part. Test the checkbox subsequent to Dimension To Content material.

Select size to content checkbox

The widget will resize itself to suit the picture.

Image widget correctly resized.

When taking part in the sport throughout totally different display sizes, the UI wants to maneuver its widgets accordingly. To take care of the structure of your UI, you need to use anchors.

Utilizing Anchors

An anchor level defines the place a widget’s place is relative to. By default, widgets have their anchor set to the top-left of their guardian. So, whenever you’re setting a widget’s place, you’re really setting its place relative to that anchor level.

Within the instance under, every picture is anchored to a single level, the closest nook.

Effect of anchored widgets in screen resizing.

Discover how every picture maintains its place relative to its anchor. Utilizing anchors can guarantee your UI has the identical structure throughout totally different display sizes.

You can even use anchors to resize widgets mechanically. When anchoring to 2 or extra factors, the widget will resize itself to keep up its relative measurement.

Within the instance under, the bar is anchored to the top-left and top-right corners.

Bar widget changing size due to anchors.

Vertically, the bar strikes however doesn’t resize. It’s because it solely has one anchor on the Y-axis, the highest. Nonetheless, the bar resizes horizontally as a result of it has two anchor factors on the X-axis.

The Anchor Medallion represents the situation of your anchor. It would seem every time you’ve a widget chosen.

The anchor medallion.

The anchors for CounterText and CounterIcon are already within the appropriate place, so that you don’t have to set them.

Subsequent, you’ll create one other Textual content and Picture widget for the timer. Nonetheless, this time you’ll place them on the right-hand aspect.

Creating the Timer

First, create a Textual content widget and identify it TimerText. Set the next properties:

  • Place X: 1225
  • Place Y: 50
  • Dimension X: 500
  • Dimension Y: 100
  • Font Dimension: 68
  • Justification: Align Textual content Proper; this may align the textual content to the proper aspect of the widget.

Result of Text Widget positioning.

Subsequent, you’ll set the anchor to the top-right. You are able to do this by left-clicking and dragging the circle on the Anchor Medallion. Transfer the Anchor Medallion to the top-right nook.

Anchor medallion repositioning.

Discover how the place has up to date to be relative to the anchor.

Coordinates when anchor changed.

Create an Picture widget and identify it TimerIcon. Set the next properties:

  • Place X: 1750
  • Place Y: 50
  • Dimension To Content material: Checked
  • BrushImage: T_Timer
  • BrushImage Dimension: 100 | 100

Complete interface.

As an alternative of setting the anchor utilizing the Anchor Medallion, you need to use presets. Go to the Particulars panel and click on the drop-down subsequent to Anchors to show the presets. Choose the third preset, the one with the sq. on the top-right.

Setting anchor position.

Observe: For those who additionally maintain shift when deciding on the anchor then you’ll change the widget alignment to be the highest proper of the widget itself. This fashion you possibly can set the place to -75 to reflect the place of the shapes icon.

The structure for the UI is now full. You possibly can see the anchors working by emulating totally different display sizes. Go to the Designer panel and click on the Display Dimension drop-down.

Change screen size settings.

Deciding on an choice will change the dimensions of WBP_HUD to match the choice. Under is how the HUD would look on an iPad Mini 5. Discover how the widgets are nearer collectively.

iPadMini5 Screen simulation.

Within the subsequent part, you’ll discover ways to show the WBP_HUD widget.

Displaying the HUD

Click on Compile and return to the principle editor. Navigate to the Blueprints folder and double-click BP_GameManager to open it.

The HUD must be seen as quickly as the sport begins. You should use the Occasion BeginPlay node to do that.

Discover the Occasion BeginPlay node, after which add a Create Widget node to the tip of the chain. This node will create an occasion of the desired widget.

Complete blueprint nodes.

Click on the drop-down subsequent to Class and choose WBP_HUD.

Drop down in which to select class.

You have to use an Add to Viewport node to show the HUD. Left-click and drag the Create Widget node’s Return Worth pin. Launch left-click on an empty area to carry up the context menu. Add an Add to Viewport node.

Including Add to Viewport node.

Let’s go over the order of occasions:

  1. As soon as Unreal spawns BP_GameManager, the Restart and SetUpCamera features will execute. These features arrange a number of variables and the digital camera. For those who don’t know what a perform is, don’t fear, the tutorial will cowl them quickly.
  2. The Create Widget node creates an occasion of WBP_HUD.
  3. The Add to Viewport node shows WBP_HUD.

Click on Compile after which return to the principle editor. Press Play to play the sport together with your new HUD.

Gameplay with complete interface.

You’ll want the variables holding that data to show the values for the counter and timer. These variables are present in BP_GameManager.

Variables in BP_GameManager.

To make use of these variables, you want a option to entry BP_GameManager from WBP_HUD. You are able to do this by storing a reference to BP_GameManager in a variable.

Storing References

Storing a reference is helpful as a result of you possibly can simply entry a particular occasion.

Think about you had a single field with a ball in it. For those who wished to seek out and study the ball, it’d be simple as a result of there’s just one field.

Analyzing one object in a collection.

Now, think about you had 100 bins, however just one incorporates a ball. You would need to verify every field till you discovered the field with the ball.

Analyzing all objects in a collection.

Everytime you wish to study the ball, you’d it’s important to carry out this operation. This is able to rapidly result in efficiency points.

Utilizing references, you possibly can maintain monitor of the field with the ball. This fashion, you don’t need to verify each field.

Using a reference to analyze only the relevant object.

Creating the Variable

Open WBP_HUD and change to Graph mode by going to the Editor Mode and deciding on Graph.

Graph button selected.

You’ll discover that the Palette panel was changed by the My Blueprint tab. Navigate to it and create a brand new variable known as GameManager.

Go to the Particulars panel and click on the drop-down subsequent to Variable Kind. Seek for BP_GameManager and choose BP Recreation ManagerObject Reference.

Game manager class reference.

Setting the Reference

Click on Compile after which open BP_GameManager.

Find the Create Widget node after which left-click and drag the Return Worth pin. Launch left-click on an empty area after which choose Set Recreation Supervisor from the menu.

Afterward, hyperlink the Add to Viewport node to the Set Recreation Supervisor node.

Connected Game Manager node.

Observe: You possibly can reroute wires by double-clicking on them to create a Reroute node. Left-click and drag the Reroute node to reroute the wire.

Subsequent, create a Self node and join it to the left pin of the Set Recreation Supervisor node. The Self node shall be listed as Get a reference to self.

Adding a reference to self.

Now, when WBP_HUD is created, it is going to have a reference to BP_GameManager.

Within the subsequent part, you’ll discover ways to replace a widget with the assistance of features.


In Blueprints, features are graphs just like the Occasion Graph. Not like the Occasion Graph, you possibly can name a perform utilizing a node. However why would you wish to do that? Learn on to seek out out!



One of many causes to make use of features is group. By utilizing features, you possibly can collapse a number of nodes right into a single node.

Check out the Occasion BeginPlay part of BP_GameManager. There are two features: Restart and SetUpCamera.

Restart and Set Up Camera nodes.

Right here’s what that part would seem like with out features:

Really complicated node graph.

As you possibly can see, it seems to be rather a lot cleaner utilizing features.


One more reason to make use of features is reusability. For instance, when you wished to reset the counter and timer, you possibly can simply accomplish that utilizing the Restart perform.

Reusing function nodes.

This protects you the work of getting to recreate the nodes each time you wish to reset these variables.

Now that what features are, you’ll use one to replace the CounterText widget.

Updating a Widget

By default, Textual content widgets usually are not accessible from Blueprints. This implies you received’t be capable to set their Textual content property. Fortunately, that is a simple repair.

Click on Compile after which open WBP_HUD. Swap to Designer mode.

Choose CounterText after which go to the Particulars panel. Test the Is Variable checkbox positioned on the very high.

Check Is Variable box.

Now, you’ll be capable to replace CounterText. The subsequent step is to create a perform to replace the textual content.

Creating the Replace Perform

Swap again to Graph mode after which go to the My Blueprint tab. Click on the + signal to the proper of the Capabilities part.

Include function.

This may create a brand new perform and take you to its graph. Rename the perform to UpdateCounterText.

By default, the graph will include an Entry node. When the perform executes, that is the place it is going to begin.

Function Entry node.

To make CounterText show the ShapesCollected variable, you’ll have to hyperlink them.

Drag the GameManager variable into the graph. Left-click and drag its pin after which launch left-click on an empty area. Choose Get Shapes Collected from the menu.

Adding a reference to Game Manager.

To set the textual content, you’ll use the SetText (Textual content) node. Drag the CounterText variable into the graph. Left-click and drag its pin after which launch left-click on an empty area. From the menu, add a SetText (Textual content) node.

Adding the SetText node.

The SetText (Textual content) solely accepts an enter of kind Textual content. Nonetheless, the ShapesCollected variable is of kind Integer. Fortunately, Unreal will do the conversion mechanically whenever you attempt to plug an Integer right into a Textual content enter.

Join the ShapesCollected variable to the In Textual content pin for the Set Textual content (Textual content) node. Unreal will mechanically create a ToText (int) node for you.

Creation of connection and automatic inclusion of cast node.

To finish the perform, join the Entry node to the Set Textual content (Textual content) node.

Complete function.

Order of occasions:

  1. Whenever you name UpdateCounterText, the perform will get the ShapesCollected variable from BP_GameManager.
  2. The ToText (int) node converts the worth of ShapesCollected to a Textual content kind.
  3. SetText (Textual content) will set the textual content for CounterText to the worth from ToText (int).

Subsequent, it’s important to name UpdateCounterText every time the participant collects a form.

Calling the Replace Perform

The most effective place to name UpdateCounterText is correct after the sport increments ShapesCollected. I’ve created a perform known as IncrementShapesCollected that increments the counter for you. The shapes name this perform every time they overlap the participant.

Update shapes collected score.

Click on Compile after which return to BP_GameManager.

Earlier than you possibly can name UpdateCounterText, you want a reference to WBP_HUD. See when you can retailer a reference by your self first. For those who get caught, learn on!

  • Find the part the place you created and displayed the WBP_HUD.
  • Left-click and drag the Return Worth pin of the Create Widget node.
  • Launch left-click on an empty area after which choose Promote to variable from the menu.
  • Add the brand new node to the tip of the node chain.

Upon getting created the variable, rename it to HUDWidget.

Complete node function.

Subsequent, drag-click the proper pin of the Set HUDWidget node and launch on an empty area. Add an UpdateCounterText node. This may be sure CounterText shows the worth of ShapesCollected when the sport begins.

Update Counter Text node added.

Afterward, navigate to the My Blueprint panel and go to the Capabilities part. Double-click on IncrementShapesCollected to open its graph.

IncrementShapesCollected function.

Drag the HUDWidget variable into the graph. Left-click and drag its pin and launch on an empty area. Add an UpdateCounterText node and join it like so:

Added reference to HUDWidget.

Now, every time IncrementShapesCollected executes, it is going to increment ShapesCollected after which name UpdateCounterText. This perform will then replace CounterText to the worth of ShapesCollected.

Click on Compile after which shut BP_GameManager. Press Play and accumulate some shapes to see the CounterText widget replace.

Counting collected shapes.

Within the subsequent part, you’ll replace the TimerText widget utilizing a distinct methodology known as binding.


Bindings help you replace sure widget properties mechanically. The property should have the Bind drop-down to be bindable.

Bindable attributes.

You possibly can bind properties to a perform or variable contained throughout the widget. The binding will consistently acquire a price from the perform or variable. It would then set the sure property to that worth.

Binding variables workflow.

You may be questioning why you shouldn’t simply use bindings on a regular basis. Bindings are inefficient as a result of they’re consistently updating. This implies the sport wastes time updating the property even when there isn’t any new data. Examine it to the earlier methodology, the place the widget solely updates when wanted.

That mentioned, bindings are nice for steadily altering parts, such because the timer. Let’s go forward and create a binding for TimerText.

Making a Binding

Open WBP_HUD and change to Designer mode.

Choose TimerText after which go to the Content material part within the Particulars panel. You’ll see that the Textual content property is bindable. Click on the Bind drop-down and choose Create Binding.

Creating a binding to the Text Widget.

This may create a brand new perform for you and take you to its graph. Rename the perform to UpdateTimerText.

The perform could have a Return node with a Return Worth pin of kind Textual content. TimerText will show no matter textual content you plug into this pin.

The function return node.

Drag GameManager into the graph after which get the TimeRemaining variable from it.

Join the TimeRemaining variable to the Return Worth of the Return node. Like final time, Unreal will mechanically add a conversion node for you.

Finalized UpdateTimerText funcion.


  • The binding will consistently name the UpdateTimerText perform.
  • The perform will get the TimeRemaining variable from BP_GameManager.
  • The ToText (float) node will convert the worth from TimeRemaining to a Textual content kind.
  • The transformed worth is then outputted to the Return node.

Properly performed! The HUD is lastly full.

Click on Compile after which shut WBP_HUD. Press Play to see the ultimate outcomes, it seems to be nice.

Complete interface.

The place to Go From Right here?

You possibly can obtain the finished undertaking information by clicking Obtain Supplies on the high or backside of the tutorial.

Now that the fundamentals of UMG, constructing extra complicated interfaces is comparatively simple. Attempt to experiment with different widgets and check out the panel widgets. Feeling assured? Why not strive constructing one other Widget Blueprint to behave as a New Recreation menu!

For a deeper understanding of the UMG and its assets, you possibly can strive the Unreal Engine 5 UMG programs. Right here one can find data and full programs for creating interfaces on your video games.



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