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Setting a HUD within the GameMode class

I am not quite sure what I am doing wrong here. I have successfully set my DefaultPawnClass previously, but for some reason the HUD just won't want to work. For some reason I can't change it within Project Settings either.

My code as of now is

 static ConstructorHelpers::FClassFinder<AHUD> HUDObject(TEXT("HUD'/Game/Blueprints/MyHUD_BP.MyHUD_BP'"));
 if (HUDObject.Class != NULL)
 {
     HUDClass = (UClass*)HUDObject.Class;
 }

I have figured out that the ClassFinder cannot find the blueprint, however I have it, I copied the path with Copy Reference just to be extra sure, plus the DefaulPawnClass has been initialised similarly ...

What am I missing ? Thanks in advance.

Product Version: UE 4.20
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asked Oct 28 '18 at 11:26 PM in C++ Programming

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flying_ghetti
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Hello, I believe it's done this way.

 AFPSGameMode::AFPSGameMode()
 {
     // set default pawn class to our Blueprinted character
     static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/Blueprints/BP_Player"));
     DefaultPawnClass = PlayerPawnClassFinder.Class;
 
     // use the custom HUD class
     HUDClass = AFPSHUD::StaticClass();
 }
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answered Oct 29 '18 at 12:20 AM

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eriksnoww
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avatar image flying_ghetti Oct 29 '18 at 01:15 AM

Thank you, it worked. I might just ditch the use of a HUD blueprint altogether.

avatar image Koy_Foster May 01 '19 at 10:55 PM

Hello, I've tried this fix but every which way I've tried, my desired HUD Blueprint fails to invoke when I run my GameMode. Am I doing something unusual here? https://imgur.com/9xycVsD

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