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WBP_FDM_MainHUD / your own gameplay HUD widget (Root)
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WBP_FDM_Widget

├── DirectionGroup_Up (WBP_FDM_SlotContainerDirectionGroup)
│ └── CarouselContainer_0 (WBP_FDM_CarouselSlotContainer)
│ ├── EntrySlot_0 (WBP_FDM_EntrySlot)
│ ├── EntrySlot_1
│ └── EntrySlot_2

├── DirectionGroup_Down (WBP_FDM_SlotContainerDirectionGroup)
│ └── CarouselContainer_0
│ ├── EntrySlot_0
│ └── EntrySlot_1

├── DirectionGroup_Left (WBP_FDM_SlotContainerDirectionGroup)
│ └── CarouselContainer_0
│ ├── EntrySlot_0
│ └── EntrySlot_1

└── DirectionGroup_Right (WBP_FDM_SlotContainerDirectionGroup)
├── CarouselContainer_0
│ ├── EntrySlot_0
│ └── EntrySlot_1
└── CarouselContainer_1
├── EntrySlot_0
└── EntrySlot_1
By default, Flexible Directional Menu spawns and manages its own main UI wrapper widget (WBP_FDM_MainHUD). This behavior is determined by the Use System Defined Main Widget boolean inside the primary config data asset. image70 When this option is enabled, the system:
  • Spawns WBP_FDM_MainHUD during initialization,
  • Adds it to the viewport,
  • Retrieves the internal WBP_FDM_Widget instance from it and uses it as the menu UI.
This setup is intended for quick integration and prototyping. However, in many projects you will already have a main HUD widget (e.g. a gameplay HUD showing health, loadout, objectives, etc.), and you may want the FDM menu to be embedded inside that existing widget instead of using the system-defined one.

Using Your Own Main / Wrapper / Root Widget

To use your own main widget instead of WBP_FDM_MainHUD, follow these steps:

Step 1 — Add WBP_FDM_Widget to your own HUD

Inside your own main widget (for example WBP_GameplayHUD):
  • Add WBP_FDM_Widget as a child widget.
  • Position and size it as desired (anchors, alignment, scale, etc.).
  • Make sure it is created and added to the viewport as part of your normal HUD flow.

Step 2 — Disable the system-defined main widget

In your primary config data asset:
  • Set Use System Defined Main Widget to false.

Step 3 — Implement the Component Owner Interface

On the actor that owns the AC_FDM_Component (usually the Player Character or Player Controller):
  • Implement the BPI_FDM_ComponentOwner interface.
  • Implement the function Get FDM Widget.
  • Return the reference to the WBP_FDM_Widget instance that you added to your own HUD.
image71 This allows the component to retrieve and control the correct menu widget without knowing about your HUD structure.