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In UE_5.4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:
UE_5.4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp
void APlayerController::ClientSetHUD_Implementation(TSubclassOf<AHUD> NewHUDClass) { if ( MyHUD != NULL ) { MyHUD->Destroy(); MyHUD = NULL; } FActorSpawnParameters SpawnInfo; SpawnInfo.Owner = this; SpawnInfo.Instigator = GetInstigator(); SpawnInfo.ObjectFlags |= RF_Transient; // We never want to save HUDs into a map MyHUD = GetWorld()->SpawnActor<AHUD>(NewHUDClass, SpawnInfo ); }
HUD is spawned as an actor. That makes sense since it needs to be owned by the client.