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Lesson 5 - Working with Widgets and the Heads-up Display in Unreal Engine

Lesson
06
Duration
1h 4m 2s
Course Progress
0%

Luca Schiavini

Instructor

Luca Schiavini is a young Italian Virtual Reality Expert and 3D modeler, originally from Mantua. He is the co-founder of Fabula Interactive, a startup that designs interactive environments for medical and laboratory training in virtual reality. He began his career in 2D graphics, collaborating with Italian artists including Omar Ludo, a pioneer of Extroflessa Art. He subsequently moved on to 3D graphics, earning his Autodesk Maya certification as an animator and 3D modeler from Athena Consulting Group. For years, he has been creating interactive virtual reality environments using the high-performance Unreal Engine.

About This Lesson

In this activity, students will learn how to use elements of the user interface or heads-up display (HUD) effectively to provide a positive-user experience in a game.

Overview

Think about some of your favorite games. As a player, is the information displayed in a way that lets you know what’s going on? Are you aware of your score or health? Can you easily view what items are in your inventory? If you have special abilities, is there a way for you to see whether they are currently available or in a cooldown period? These are all elements of the User Interface (UI) or Heads-up Display (HUD). When implemented effectively, they add to the positive user experience in a game.

It’s your turn to become the developer and use Unreal Engine, one of the industry-standard tools for game development, to add this functionality to your game. You will add UI and HUD elements to enhance the player experience. In addition, you will modify your game to make it your own. Finally, you will package (publish) your game so you can share it with the world!

At the end of this lesson students will be able to:

  • Demonstrate an understanding of the HUD and modify settings related to HUD elements.

  • Demonstrate an understanding of how to incorporate widgets and work with them in the Blueprints Visual Scripting environment.

  • Incorporate what they have learned to enhance a game level using Unreal Engine.

  • Package and publish an Unreal Engine project so the end user can launch and play the game outside of the UE environment.

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