Do I need a HUD blueprint if I'm using UMG widgets

Hello,

I’m doing some HUD stuff for a multiplayer project and I have been using my HUD blueprint to create widgets and be in charge of updating them etc. This was fine for single player as it was easy to talk to the HUD directly, however, in multiplayer i’ve been having to send messages to the player controller which then forwards them onto the HUD which then updates the widget. This seems a bit inefficient and long winded.

My plan is to create the widgets on the player controller, on the client, and then let the player controller be incharge of updating/adding/removing as this can then be done through client side RPCs/replicated variables and I won’t need to use the HUD for anything.

So my question is, if you’re using UMG for your HUD, do you need anything in your HUD blueprint? If you don’t use a HUD for this kind of thing can you get into problems?