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HUD widgets — the 9 building blocks

What each widget is for, the properties that matter, how variable binding works, and what you still do in UEFN (textures, timer rules).

Last updated 2026-06-12

The Properties panel for a Text widget: Content, Style, Layout and Behavior sections
Every widget follows the same panel structure: Content first, then Style, Layout, Behavior.

Variable binding — live values on screen

Widgets that display game state bind to a player variable defined in Game Data. When a rule changes the variable, the widget updates on that player's screen automatically — the generated code injects the refresh after every mutation. The variable must exist (scope: player) before it appears in the widget's select.

Text

A label — static, or live-bound to a player variable.

  • Content: the text itself; optionally a Linked Variable — put {value} in the text where the number should appear ("Coins: {value}").
  • Style: font size, color, alignment, shadow (great on busy backgrounds), and what happens when the text is too long (Overflow / Cut / Shorten…).

💡 Tip

Center or right alignment, and Cut/Shorten, give the text a fixed-size box in-game — that is intentional: alignment needs a bounding box to align within.

Bar

A fill bar driven by a player variable — health, mana, progress, coins.

  • Content: the variable, the Full Bar Value (the value at which the bar reads 100%), and an optional text overlay ("3/10").
  • Style: fill color and background color.

Image

A picture. The builder only knows its name — you assign the real file in UEFN.

  • Content: the image name (becomes an @editable texture slot in the generated device) + an editor-only preview upload so your canvas looks right while you design.
  • Style: tint color.

📌 Note

After pasting the generated code in UEFN, select the device and drag your texture into the @editable slot matching the image name.

Button

Clickable — switches pages, sets variables, or fires your rules.

  • Content: the label and the "When Clicked" action list — go to a page, close one, toggle, or set a variable. Multiple actions run in order.
  • Style: Fortnite looks (Loud / Regular / Quiet) or Custom (no Fortnite chrome, optional image background).
  • Behavior: Start inactive (greyed out until a rule enables it).

⚠️ Watch out

A clickable HUD needs mouse/gamepad focus: buttons live inside an interactive page or group — the screens system handles that for you (see Groups, screens & pages).

Timer

A clock display (mm:ss, ss, or mm:ss.ms).

⚠️ Watch out

The widget displays the time — it does not count by itself. Drive it from your rules (phase timers, countdowns). Until a rule updates it, it shows 0.

Board (leaderboard)

A live ranking of players by a player variable.

  • Content: the variable to rank by, the title, how many players to show (3–10).
  • Style: fonts, colors, background (color or image), padding, row spacing.

The ranking refreshes automatically whenever any rule changes the tracked variable for any player.

Panel

A colored (or image) backdrop to visually group widgets — pure decoration, no behavior. For moving and showing things together, use a Group.

Group (container)

Holds widgets so they move, show and hide together. Arrangement: Free (place children anywhere), Column or Row (auto-stacked, with inner margin and spacing). Lock it to always select the whole group. Groups are the foundation of the screens system.

Line (separator)

A thin divider — horizontal or vertical, 1–5 units thick.

See also