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How to Use the Built In Modules

The system provides many built in modules that can be used for various common huds, you will find below the functions that they have and how to use them. You can find all those widgets inside the folder EasyHudBuilder/Core/HudModulesWidgets

If you wish to modify an existing widget, I would recommend duplicating the widget and replacing its reference with the Assistant Tool. Any built-in function will automatically work with that duplicated widget thanks to the use of blueprint interfaces.

In order to use the built in modules in your gameplay, you only need to add them to your contexts (by default, they are set up on the demo context with the default data asset). And then retrieve their reference from their Module Name, at which point you can call any of the functions described below for each.

For example here we are retrieving the Quest Status Displayer module and calling the function to display a new quest:


Modules Definition:

Active Weapon Displayer

Active Weapon Displayer

This module allow to display a weapon with an image, a name (facultative) and its current/max ammunitions

Functions:

Display New Active Weapon

Initialize or refresh the displayed weapon with new values

  • Weapon Image A texture to display for the weapon, the ideal ratio of the image is around 1:2 (700px : 350px for example)
  • Weapon Display Name Facultative name to display above the weapon image
  • Has Infinite Current Ammunition If true, the current ammunitions will be displayed as infinite
  • Current Ammunition Value of current ammunition if not infinite
  • Has Infinite Max Ammunition If true, the max ammunitions will be displayed as infinite
  • Current Ammunition Value of max ammunitions if not infinite
Update Current Ammunitions

Update the displayed current ammunitions (top value)

  • Update Operation Type Define how the new specified ammunition value is redefined compared to its current value
    • Set Specified Value Overwrite the current ammunition value with the specified value
    • Add Specified Value To Current Add the specified value to the current ammunition value
    • Remove Specified Value From Current Remove the specified value from the current ammunition value (the final value will never be negative)
  • New Current Ammunition Value The specified value to consider while doing the operation
Update Maximum Ammunitions

Update the displayed maximum ammunitions (bottom value)

  • Update Operation Type Define how the new specified maximum ammunition value is redefined compared to its current value
    • Set Specified Value Overwrite the current maximum ammunition value with the specified value
    • Add Specified Value To Current Add the specified value to the current maximum ammunition value
    • Remove Specified Value From Current Remove the specified value from the current maximum ammunition value (the final value will never be negative)
  • New Maximum Ammunition Value The specified value to consider while doing the operation
Update Infinite Ammunitions

Update the displayed infinite ammunitions if needed, allow to toggle on/off infinite ammunitions for the current or maximum

  • Has Infinite Current Ammunition If true, the current ammunitions will be displayed as infinite
  • Has Infinite Max Ammunition If true, the max ammunitions will be displayed as infinite
Clear Active Weapon

Clear and hide the currently displayed weapon if there are any

Auto Save Displayer

Auto Save Displayer

This module allow to display a simple auto save throbber when needed

Functions:

Auto Save Started

Start to display the auto save throbber for an indefinite amount of time

Auto Save Completed

Stop and hide the auto save throbber

Experience Bar Displayer

Experience Bar Displayer

This module allow to display a main experience progression bar and/or secondary skills progression bars

The default layout uses two different modules to split the main progression from the skills progression, you can also use a single module to display both if you wish

Functions:

Display New Experience Progress Bar

This function handle all the logic to display experience bars, calling this function again on the same module will create a queue to display all the needed progress bar animations one at a time

  • Skill Icon Icon to display for the skill, the icon should be square
  • Skill Name Name of the skill/Action that triggered the xp progression, displayed above the progress bar
  • Xp Gain Text Text to display below the progress bar to inform what kind of gain this action has caused (should usually be the value of xp gained, but can be anything you wish)
  • Current Experience Value Initial value of the progress bar, from which the animation will be executed, should be contained inside the display range
  • Target Experience Value Final value of the progress bar that will be reached at the end of the animation, should be contained inside the display range
  • Experience Bar Display Values Range XP range of the progress bar, these values should contain both the current and target values (example: Range 0→100, current 10, target 50)
  • Animation Duration Duration of the xp gain animation, after which the progress bar will be fade out
  • Should Be Persistent If true, the experience bar will remain on screen after all the animations in queue are completed (only the icon will be visible, not the progress bar)
Clear Experience Progress Notifications

Function to clear all the currently active non-persistent experience notifications and notifications in queue as well as any currently active persistent notification.

  • Clear Non Persistent Progress Notifications? If True, any non-persistent progress notification will be cleared
  • Clear Persistent Progress Notification? If True, any active persistent progress notification on this module will be cleared
Input Prompts Container

Input Prompts Container

This module allow to display multiple input prompts to inform the player of any actions he can do and which keybinds are associated with those actions. Thanks to the built-in Input Prompt system, those inputs will automatically detect key rebinding and device change (gamepad, keyboard, mouse)

Functions:

Display New Single Input Prompt

Display an input prompt with all its associated details (text, input, styling), useful for action that only use one input per device like a simple interaction

  • Unique Name Unique Name for the input prompt, this name can be used to clear this specific input prompt later on

  • Keys Definition Set of variables defining which key need to be displayed (expand for more)
    • Use Input Action? If you want to use an input action to display an input, tick this checkbox. Leave it unticked if you want to hard-code the keys
    • Input Action Definition If you ticked the previous checkbox, you now need to fill in the details about the input action that you want to display

      Select the Input Action in the dropdown and the Input Mapping Context from which you want to gather the keybinds

      If the selected Input Action has more than 1 key per device in the mapping context, then you need to identify which key index you wish to display.

      In the example below, there are 4 indexes for keyboard keys and 2 indexes for gamepad keys. If you want to display “D” and “Thumbstick X-Axis”, you need to enter the indexes 3 and 1 in the respective fields.

    • Hardcoded MNK Key & Hardcoded Gamepad Key

      If you did not tick the previous checkbox, you can now enter the hard-coded keys that you want to display using the two dropdowns and typing the name of the key

      You don’t need to enter both keys. You can just enter one of the two if you want to display a key for a single device

    • Device Display Conditions This variable has three options that control the display of the keys:

      • Dynamic Based on Device will allow the input prompt to display both gamepad and mnk keys based of the device used
      • Only Mouse & Keyboard Keys will only allow mnk keys to be displayed, regardless of the device used
      • Only Gamepad Keys will only allow gamepad keys to be displayed, regardless of the device used
    • Invalid Key Hide Conditions This variable control how the input prompt should react if a key is invalid (either not the correct device, or key not found, etc.)

      • Keep Input Prompt and Text Visible The Input Prompt and Text will stay visible when using another device or if the key is invalid
      • Hide Input Prompt Only The Input Prompt will be hidden but the Text may still be visible when using another device or if the key is invalid
      • Hide Input Prompt and Text The Input Prompt and Text will be hidden when using another device or if the key is invalid

      For example: If you set the input prompt to display only Gamepad Keys, setting this variable as "Hide Input Prompt Only" allows you to hide the input when the player uses a keyboard instead of gamepad

    • Input Type This variable allow to select which input type the key should display between three options:

      • Single Tap A basic single tap key for most use cases
      • Hold A key that must be held for a specified amount of time
      • Button Mash A key that must be repeatedly pressed for a specified amount of time
  • Styling Definition Set of variables defining the styling of the input prompt (expand for more)
    • Icon Size This setting define the size of the displayed input prompt icon in pixels
    • Additional Text Optional text to display near the key. You can leave it empty if no text needs to be displayed
    • Text Styling Set of options to control the text font, transform policy and justification
    • Text Position Option to control the position of the text relative to the key icon. Only the right alignment and left alignment can be selected
    • Text Padding Optional padding to add around the text
  • Vertical Alignment In Slot & Horizontal Alignment In Slot Control the alignement of the input prompts widget inside the container

Display New Multi Input Prompt

Display multiple input prompts at once with all the associated details (text, inputs, styling), useful for actions that have multiple inputs attached like movement

  • Unique Name Unique Name for the input prompt, this name can be used to clear this specific input prompt later on
  • Keys Definition Array of structures defining which keys need to be displayed (expand for more)

    For each key you can configure the following variables, you can have as many different keys as you wish to be displayed by this single widget

    • Use Input Action? If you want to use an input action to display an input, tick this checkbox. Leave it unticked if you want to hard-code the keys
    • Input Action Definition If you ticked the previous checkbox, you now need to fill in the details about the input action that you want to display

      Select the Input Action in the dropdown and the Input Mapping Context from which you want to gather the keybinds

      If the selected Input Action has more than 1 key per device in the mapping context, then you need to identify which key index you wish to display.

      In the example below, there are 4 indexes for keyboard keys and 2 indexes for gamepad keys. If you want to display “D” and “Thumbstick X-Axis”, you need to enter the indexes 3 and 1 in the respective fields.

    • Hardcoded MNK Key & Hardcoded Gamepad Key

      If you did not tick the previous checkbox, you can now enter the hard-coded keys that you want to display using the two dropdowns and typing the name of the key

      You don’t need to enter both keys. You can just enter one of the two if you want to display a key for a single device

    • Device Display Conditions This variable has three options that control the display of the keys:

      • Dynamic Based on Device will allow the input prompt to display both gamepad and mnk keys based of the device used
      • Only Mouse & Keyboard Keys will only allow mnk keys to be displayed, regardless of the device used
      • Only Gamepad Keys will only allow gamepad keys to be displayed, regardless of the device used
    • Invalid Key Hide Conditions This variable control how the input prompt should react if a key is invalid (either not the correct device, or key not found, etc.)

      • Keep Input Prompt and Text Visible The Input Prompt and Text will stay visible when using another device or if the key is invalid
      • Hide Input Prompt Only The Input Prompt will be hidden but the Text may still be visible when using another device or if the key is invalid
      • Hide Input Prompt and Text The Input Prompt and Text will be hidden when using another device or if the key is invalid

      For example: If you set the input prompt to display only Gamepad Keys, setting this variable as "Hide Input Prompt Only" allows you to hide the input when the player uses a keyboard instead of gamepad

    • Input Type This variable allow to select which input type the key should display between three options:

      • Single Tap A basic single tap key for most use cases
      • Hold A key that must be held for a specified amount of time
      • Button Mash A key that must be repeatedly pressed for a specified amount of time
  • Styling Definition Set of variables defining the styling of the input prompt (expand for more)
    • Icon Size This setting define the size of the displayed input prompts icon in pixels
    • Additional Text Optional text to display near the key (displayed at the left or right of all the defined keys). You can leave it empty if no text needs to be displayed
    • Text Styling Set of options to control the text font, transform policy and justification
    • Text Position Option to control the position of the text relative to the key icon. Only the right alignment and left alignment can be selected
    • Text Padding Optional padding to add around the text
  • Inputs Spacing A value in pixel that define how spaced out all icons are relative to one another

  • Vertical Alignment In Slot & Horizontal Alignment In Slot Control the alignement of the input prompts widget inside the container
Clear Specific Input Prompt

Clear the input prompts defined by the Unique Name if any exists in the module

  • Input Prompt Unique Name Unique Name of an input prompt created in this module
Clear All Input Prompts

Clear all the input prompts in the module

Items Pickup Displayer

Items Pickup Displayer

This module allow to display items pickup notifications of various size, shapes and content

Functions:

Display New Item Pick Up

This function handle all the logic to display an item pickup notification, calling this function again on the same module will create a queue to display all the needed notification. By default, up to 5 notification can be displayed at the same time, that value can be changed inside the module widget (WBP_EHB_ItemsPickupDisplayer)

  • Item Display Name Name of the item being picked up
  • Item Amount Amount gained with that pick up, if the amount is 1 or lower, the amount won’t be displayed at all. If it’s greater than 1, the amount will be displayed above the display name
  • Item Icon Icon of the item, should be square for the best results, you can apply any style you wish to it
  • Display Duration Duration of the notification before being cleared
Clear All Pick Up Notifications

Clear all the currently displayed notifications and the notification queue if there are any elements left in it

Player Health Status

Player Health Status

This module allow to display an health bar and a shield bar based on needs

Functions:

Display Health Bar

Initialize the health bar with a visibility toggle and the current/maximum values to be displayed

  • Display Health? If true, the health bar will be displayed
  • Current Health Current health value to be displayed by the number and the health bar
  • Maximum Health Maximum health used to define how the health bar is displayed
Display Shield Bar

Initialize the shield bar with a visibility toggle and the current/maximum values to be displayed

  • Display Shield? If true, the shield bar will be displayed
  • Current Shield Current shield value to be displayed by the number and the shield bar
  • Maximum Shield Maximum shield used to define how the shield bar is displayed
Update Health Amount

Update the displayed health amount and the max health amount if needed

  • New Health Amount Updated current health value to be displayed
  • Update Max Health? If True, the max health will also be udpated with the specified value
  • New Max Health Amount Updated max health value to be displayed if an update is requested
Update Shield Amount

Update the displayed shield amount and the max shield amount if needed

  • New Shield Amount Updated current shield value to be displayed
  • Update Max Shield? If True, the max shield will also be udpated with the specified value
  • New Max Shield Amount Updated max shield value to be displayed if an update is requested
Quest Status Displayer

Quest Status Displayer

This module allow to display a quest with multiple objectives that can be updated based on the current progress of any quest

Functions:

Display New Quest

Initialize a new quest with an associated name and an initial set of objectives

  • Quest Display Name Display name of the quest, shown above all objectives

  • Quest Initial Objectives List of objectives to display, each has several parameters (those parameters can be changed after with the other functions)

    • Objective Unique Name Unique Name for the objective, this name is used on other functions to update this specific objective
    • Objective Description Text shown to describe the objective
    • Is Optional Objective? If True, an additional text will tell the user that this objective is optional
    • Objective Default State Default state that the objective will display, from 4 different states:

      Not Tracked Shown as a default color for an objective that isn’t currently tracked

      Tracked Shown with an orange highlight to indicate an objective that is being actively tracked

      Failed Shown with a red highlight to indicate a failed objective

      Succeeded Shown with a green highlight to indicate an objective successfully completed

Update Quest Objectives List

Fully refresh the current objectives of the quest, either by only adding new objectives or by replacing current objectives entirely

Clear All Current Objectives If True, all curent objectives will be removed before the new quest objectives are displayed, regardless of their state. If False, the new quest objectives will be displayed after those currently active objectives

New Quest Objectives List of new objectives to display, with the exact same parameters as for the initialization function “Display New Quest”

Update Quest Objective State

Update the state of a single objective in the quest, with the possibility to clear it after duration (if completed for example)

  • Objective Unique Name Unique Name of the objective that need to be updated
  • Objective Default State New state that the objective will display, from the 4 different states: Not Tracked / Tracked / Failed / Succeeded
  • Clear After Delay? If True, the objective will updated its state and then be cleared after the specified delay
  • Clear Delay Delay after which the objective will be cleared if needed
Update Quest Objective Description

Update the description text of a single objective in the quest

  • Objective Unique Name Unique Name of the objective that need to be updated
  • New Description New description of the objective
  • New Is Optional? New optional state of the objective, if True, the objective will be marked as optional, if False, the optional tag will be removed from the objective
Clear Current Quest Objectives

Clear the currently defined quest objectives

Clear Current Quest

Clear the current quest after a delay, with the possibility to prevent the clear if all objectives haven’t been completed

  • Clear Only If All Objectives Have Been Done? If True, the clear will be ignored in case any objective of the quest is not marked as Failed/Completed or has not been manually cleared. If False, the quest will get cleared regardless of the state of its objectives
  • Clear With Delay If True, the quest will not be cleared immediately but will instead be cleared at the end of the specified delay Note: Even if the clear is delayed, the check for objectives completion, defined by the previous setting, is done when the function is called
  • Clear Delay Duration of the delay before clearing the quest if needed
Skill Consumable Displayer

Skill Consumable Displayer

This module allow to display a skill or consumable that can be used by the player

The default layout uses three different modules to display one ability and two consumable slots, you can change that to your likings and needs

Functions:

Initialize Skill Slot

Initialize the state of a skill or item slot that has consumables (like projectiles, heal items, etc)

  • Slot Icon Image representing the skill/item in the UI, the texture should be square for the best results
  • Available Utilisations Define how many utilisations are currently available for this this skill/item
  • Maximum Utilisations The maximum number of times the skill/item can be stacked, needed when automatically regaining utilisations over time
  • Initialize with Cooldown? If true, the slot starts with a cooldown, useful for abilities that must charge up before their first use
  • Initial Cooldown Duration in seconds of the regeneration cooldown if needed
  • Regain Utilisation After Cooldown? If true, the skill will automatically regain 1 utilisation after each cooldown cycle (defined by the initial cooldown)
Update Skill Slot Current Utilisation

Update the current utilisation count of a skill/item during gameplay and allow to trigger cooldowns if needed

  • Update Operation Type Define how the new specified current utilisation value is redefined compared to its current value
    • Set Specified Value Overwrite the current utilisation value with the specified value
    • Add Specified Value To Current Add the specified value to the current utilisation value
    • Remove Specified Value From Current Remove the specified value from the current utilisation value (the final value will never be negative)
  • New Current Utilisations Value The specified value to consider while doing the operation
  • Trigger Cooldown? If true, a visual cooldown of the specified duration will start after the value update
  • Cooldown Duration The duration of the cooldown (in seconds) if requested
  • Regain Utilisation After Cooldown? If true, one utilisation will be restored when the cooldown ends, this will loop until the max utilisation of the slot is reached
Update Skill Slot Max Utilisation

Update the maximum utilisation count of a skill/item slot

  • Update Operation Type Define how the new specified max utilisation value is redefined compared to its current max value
    • Set Specified Value Overwrite the current max utilisation value with the specified value
    • Add Specified Value To Current Add the specified value to the current max utilisation value
    • Remove Specified Value From Current Remove the specified value from the current max utilisation value (the final value will never be negative)
  • New Max Utilisations Value The specified value to consider while doing the operation
Stop All Skill Slot Cooldowns

Stop any cooldown that is active on the slot

Clear Skill Consumable Slot

Clear the slot and hide it, any attached input prompt is also cleared

Display New Single Input Prompt

If you wish you can also call the function Display New Single Input Prompt to show an optionnal input prompt right below the skill/item slot. It can be useful to show which input may trigger the skill/item in the slot

The function and parameters are the same as for the Input Prompts Container module: Display New Single Input Prompt

Clear All Input Prompts

Clear any input prompt attached to the slot

Tutorial Pop Up

Tutorial Pop Up

This module allow to display a tutorial pop up, can be used as a side pop up or fullscreen pop up

The default layout uses two different modules to display fullscreen tutorials and side tutorials, since tutorials don’t need to be displayed often, they are not included in any contexts but can be added manually based on needs with the following functions

Functions:

Display New Tutorial

This function handle all the logic to display tutorials, calling this function again on the same module will create a queue to display all the needed tutorials one at a time (either controlled by duration or manual inputs)

  • Pause Game During Tutorial? If True, the game will be paused while the tutorial is active. Note that if the game is paused, the manual input will always be required
  • Block Player Inputs During Tutorial? If True, all player inputs will be disabled while the tutorial is active
  • Require Manual Input to Dismiss? If True, the tutorial will only disappear after the player hold the continue button for some time, required if pausing the game
  • Remove Module on All Tutorials Completed? If True, the system will automatically remove the entire tutorial module after all the tutorials in queue are completed. This means that the module will need to be added again on Hud to display new tutorials (However, the reference of the widget will remain the same)
  • Tutorial Duration Define how long (in seconds) the tutorial should stay on screen (if not requiring manual dismissal)
  • Tutorial Title The title text of the tutorial popup
  • Tutorial Title Text Styling Styling information of the title text (size, font weight, alignment, etc)
  • Tutorial Illustration Image Optional image used to visually support the tutorial text, should be at a 16:9 format
  • Tutorial Rich Text The main tutorial text explaining the mechanic, UI, etc.

    This rich text has built in support to display inputs, to do so simply add a corresponding {index} inside your text: {0} will display the first key, {1} will display the second key and so on (based on the keys defined by the Rich Text Keys Definition variable). You can obviously write a simple text without any inputs to display

  • Rich Text Keys Definition Set of variables defining which optionnal keys need to be displayed (expand for more)

    • Use Input Action? If you want to use an input action to display an input, tick this checkbox. Leave it unticked if you want to hard-code the keys
    • Input Action Definitions Array of input actions definition containing one input action, its corresponding input mapping context (in which we will search the requested key) as well as the index of that key if there are multiple keys for that action. This setup is pretty much the same as for the input prompts container

    • Hardcoded MNK Key & Hardcoded Gamepad Key If you did not tick the previous checkbox, you can now enter the hard-coded keys that you want to display inside the two arrays.

      You don’t need to enter both set of keys. You can just enter one of the two if you want to display keys for a single device

    • Device Display Conditions This variable has three options that control the display of the keys:

      • Dynamic Based on Device will allow the input prompt to display both gamepad and mnk keys based of the device used
      • Only Mouse & Keyboard Keys will only allow mnk keys to be displayed, regardless of the device used
      • Only Gamepad Keys will only allow gamepad keys to be displayed, regardless of the device used
    • Invalid Key Hide Conditions This variable control how the input prompt should react if a key is invalid (either not the correct device, or key not found, etc.)

      • Keep Input Prompt and Text Visible The Input Prompt and Text will stay visible when using another device or if the key is invalid
      • Hide Input Prompt Only The Input Prompt will be hidden but the Text may still be visible when using another device or if the key is invalid
      • Hide Input Prompt and Text The Input Prompt and Text will be hidden when using another device or if the key is invalid

      For example: If you set the input prompt to display only Gamepad Keys, setting this variable as "Hide Input Prompt Only" allows you to hide the input when the player uses a keyboard instead of gamepad

  • Rich Text Styling Set of variables defining the styling of the rich text (expand for more)

    • Text Styling Set of options to control the text font, transform policy and justification
    • Use Inputs Size Local Override? If True, the inputs will use the defined size override instead of the text font size
    • Input Size Override This setting define the size of the displayed input prompt icon in pixels (if overriding)
    • Wrap Text? If True, the text will be allowed to wrap in its container if needed
    • Use Text Color Local Override? If True, the text will use the defined text color
    • Text Color Override Text color to use if overriding the default color
Clear Current Tutorial

Clear the currently active tutorial and start displaying the next tutorial in queue if there are any

Clear All Tutorials

Clear any currently active tutorials and tutorials in queue

Important Alerts Displayer

Important Alerts Displayer

This module allow to display any important alert to the player, new area discovered, new gear unlocked, etc

Functions:

Display New Important Alert

This function handle all the logic to display important alerts, calling this function again on the same module will create a queue to display all the needed alerts one at a time based on their priority

  • Priority Define how important this alert is in queue, higher priority alerts will be placed as first in queue and be played right after the current alert is completed. If priority is the same on multiple alerts, then the oldest will be first and the newly added alert will be the last of that priority group
  • Main Title Main Title of the alert
  • Secondary Title Secondary title of the alert
  • Sub Title Any third text you may wish to display under the secondary title

    This sub title text has built in support to display inputs, to do so simply add a corresponding {index} inside your text: {0} will display the first key, {1} will display the second key and so on (based on the keys defined by the Sub title Inputs variable). You can obviously write a simple text without any inputs to display

  • Sub title Inputs Set of variables defining which optionnal keys need to be displayed (expand for more)

    • Use Input Action? If you want to use an input action to display an input, tick this checkbox. Leave it unticked if you want to hard-code the keys
    • Input Action Definitions Array of input actions definition containing one input action, its corresponding input mapping context (in which we will search the requested key) as well as the index of that key if there are multiple keys for that action. This setup is pretty much the same as for the input prompts container

    • Hardcoded MNK Key & Hardcoded Gamepad Key If you did not tick the previous checkbox, you can now enter the hard-coded keys that you want to display inside the two arrays.

      You don’t need to enter both set of keys. You can just enter one of the two if you want to display keys for a single device

    • Device Display Conditions This variable has three options that control the display of the keys:

      • Dynamic Based on Device will allow the input prompt to display both gamepad and mnk keys based of the device used
      • Only Mouse & Keyboard Keys will only allow mnk keys to be displayed, regardless of the device used
      • Only Gamepad Keys will only allow gamepad keys to be displayed, regardless of the device used
    • Invalid Key Hide Conditions This variable control how the input prompt should react if a key is invalid (either not the correct device, or key not found, etc.)

      • Keep Input Prompt and Text Visible The Input Prompt and Text will stay visible when using another device or if the key is invalid
      • Hide Input Prompt Only The Input Prompt will be hidden but the Text may still be visible when using another device or if the key is invalid
      • Hide Input Prompt and Text The Input Prompt and Text will be hidden when using another device or if the key is invalid

      For example: If you set the input prompt to display only Gamepad Keys, setting this variable as "Hide Input Prompt Only" allows you to hide the input when the player uses a keyboard instead of gamepad

  • Background Image Image to display on the background of the texts

  • Separator Image Image to display as a separator between the Main Title and Secondary Titles
  • Alert Duration Duration of the alert notification before fading out
Clear Current Important Alert

Immediately clear the current important alert and start displaying the next alert in queue if there are any

Clear All Important Alerts

Clear the current important alert and all the alerts that may be in queue

Framerate Counter

Framerate Counter

This module allow to display a simple framerate counter

Functions:

Display Framerate Counter

Start to display the framerate counter with the requested refresh interval

  • Refresh Interval Interval in seconds between each refresh of the counter
Clear Framerate Counter

Stop and hide the framerate counter