Summary
With this chapter concluded, you have now learned how to make a game UI in UE5, understanding things such as menus and HUDs. You’ve seen how to manipulate a Widget Blueprint’s UI elements, including Button elements, Text elements, and Progress Bar elements; work with anchors effectively, which is instrumental in allowing your game UI to adapt elegantly to multiple screens; listen to mouse events in C++, such as the OnClick
event, and use that to create your own game logic; and how to add the widgets you create to the screen, either at specific events or have them present at all times.
In the next chapter, we’ll be taking a look at polishing our Dodgeball game by adding audiovisual elements, such as sound and particle effects, as well as making a new level.