# Import the necessary modules for Verse and UI
using /Fortnite.com/Devices
using /Engine/Systems/GameplayTagManager
using /UnrealEngine.com/Temporary/Symbols
# Define our Verse Actor. This is the "Brain" of our operation.
actor CustomHealthUI is Activatable
# This is the "Viewmodel". It's the bridge to the UI.
# We bind it to a UMG Widget named "HealthWidget" in the editor.
# Think of this as plugging the Battle Bus into the Drop Zone.
var viewmodel: ViewModel = ViewModel {
# The path to your UMG widget in the editor.
# This must match the name of the widget asset in your Content Browser.
widget_path: "/Game/Widgets/HealthWidget.HealthWidget_C"
}
# This is the "Storm Timer" - a variable that changes.
# It holds the current health value (0 to 100).
var current_health: float = 100.0
# This function runs when the actor starts.
on_begin() override:
# Initialize the UI with full health
update_health_ui()
# This function is called when health changes.
# In a real game, you'd call this from a Damage Event.
# Here, we simulate it for the tutorial.
function set_health(new_health: float):
# Clamp the health between 0 and 100 (no negative health!)
Verse Library
verse
01 Fragment
Binds player health data to a UMG widget via a ViewModel for dynamic HUD updates.
verse-library/using-the-viewmodel-in-umg-in-unreal-editor-for-fortnite/01-fragment.verse
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