# Source URL: https://dev.epicgames.com/documentation/en-us/uefn/controlling-fortnites-default-hud-in-unreal-editor-for-fortnite
# Local doc: epic-docs/documentation/en-us/uefn/controlling-fortnites-default-hud-in-unreal-editor-for-fortnite.md
# Section: Using the HUD Controller in Verse
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/UI }
using { /UnrealEngine.com/Temporary/UI }
# A Verse-authored Creative device that can be placed in a level
hide_default_hud := class(creative_device):
# Runs when the device is started in a running game
OnBegin<override>()<suspends> : void =
Playspace := Self.GetPlayspace()
HUDController := Playspace.GetHUDController()
HUDElementsToHide := array:
player_hud_identifier_all{}
creative_hud_identifier_all{}
hud_identifier_world_resource_wood{}
hud_identifier_world_resource_stone{}
hud_identifier_world_resource_metal{}
hud_identifier_world_resource_permanite{}
hud_identifier_world_resource_gold_currency{}
hud_identifier_world_resource_ingredient{}
HUDController.HideElements(HUDElementsToHide)
Verse Library
verse
01 Using The Hud Controller In Verse
Hides default player, creative, and resource HUD elements when the device activates.
extracted-snippets/documentation/en-us/uefn/controlling-fortnites-default-hud-in-unreal-editor-for-fortnite/01-using-the-hud-controller-in-verse.verse