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A Head Up Display for all kind of aircrafts. Can project HUD on a mesh or in a UMG widget. Customizable.

  • Supported Target Platforms
  • Supported Engine Versions


Aircraft HUD will provide you a head up display like you know it from many modern aircrafts, be it private jets, fighters or helicopters.

Product video

All important attitude information will be displayed:

  • Pitch
  • Roll
  • Heading
  • Skid or Slip
  • Speed and Acceleration
  • Altiutude and Climb speed
  • Flight path

Documentation videos:

Project overview and integration in your projects

Demo levels

Customizing material instances


  • Aircraft HUD is based on blueprints, materials, material instances and textures.
  • The HUD can be drawn on a mesh or in a UMG widget.
  • If you want to integrate the Aircraft HUD into your project, you just have to put a Hud mesh or a Hud widget component into your pawn or actors component tree and then call an Update Event on the mesh or the widget blueprint. The parameters you pass to the event call will update the indicators on the HUD.
  • All parameters like pitch, roll, ... can be sent as event parameters as easy understandable numbers, i.e. pitch is a value between -90 (straight down) to +90 (straight up).
  • Visual representation (render mode, colors, ...) can be changed by editing parameters of the material instances.

Technical Details


  •  Aircraft HUD with realtime update of all attitude data of your actor
  •  Customizable by Material Instances
  •  Integration into your project by placing a blueprint in your actors component tree
  • Control of the display by calling Update Events

Number of Assets:

  • 4 Blueprints (2 for demo)
  • 6 Maps (demo)
  • 6 Materials (3 for demo)
  • 7 Material Instances
  • 3 Material Functions
  • 10 Textures
  • 1 Mesh (demo)

Input: preconfigured Gamepad, Keyboard, Motion Controller

Network Replicated: No

Supported Development Platforms: Windows, macOS

Supported Target Build Platforms: Windows, macOS

Important/Additional Notes:

The Hud is implemented as a material that uses textures and texture masks for each indicator.

By the use of Material instances you can control the design or the display modes of the HUD.

  • It can be used as a opaque material, that can be applied to a static mesh actor, i.e. a plane-mesh that represents one of your cockpit instruments.
  • Or you use the HUD material in a transparent mode to paint the HUD directly on your cockpit window.
  • In bump offset Mode, the Aircraft HUD will display its information in a parallax mode, that means, the indicators will be drawn BEHIND the HUD-glass.

More documentation is going to follow.



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