Ship React, not Slate
Hooks, components, DevTools, your CSS stack โ anchor as many independent HUD layers as you need.
Multi-layer HUDs wired to real gameplay in Unreal Engine 5.7+.
Four React HUDs over live UE5 gameplay โ one Blueprint node per layer.
Content/Maps/L_OfflineDemo (Content Browser โ Show Plugin Content โ UnrealReactBridge).โก๏ธ Ready for the React + Vite flow? See Your first React HUD or Multi-HUD anchors.
After the demo runs, everything you build uses one of two channels.
BP โ React React โ BP
โโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโ
ReactBridgeSender useUnrealBridge().send(
PushFloat("player:hp", 75) 'ui:reload', { ammo: 15 }
)
โ
useUnrealState<number>( โผ
'player:hp', 100 ReactBridgeReceiver
) EventName: 'ui:reload'
OnReceived(JsonData)โก๏ธ Push data to React ยท Receive UI events in BP
BP (Enhanced Input IA_Q) React (any HUD)
โโโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโ
SendKeyToWeb( useUnrealKeybinding(
EReactKey::Q, ReactKey.Q,
EReactKeyType::Down (type) => { ... }
) )The plugin owns no input listener โ your BP decides when a key fires. Typed enum on both ends, no string magic.
โก๏ธ Keyboard bindings