HideHUD

method
HideHUD<public>(): void

Hides the floating HUD Icons from players, if these have been configured by the device.

Module
/Fortnite.com/Devices
Declared in
ball_spawner_device
Source
fortnite

Used in

if (EnteredPlayer : player = player[TheAgent]):
                HideHUD(EnteredPlayer)

    # The function that actually hides the UI
    HideHUD(TargetPlayer : player) : void =
        # Hide multiple HUD elements for the specific player using the real API.
        # fort_hud_controller.HideElementsForPlayer takes a player and an array of hud_element_identifier.
        # We get the fort_hud_controller from the playspace.
GamePlay / Cinematic Controller Device verse-source
# Add a player name display option, this will update a billboard with the player's name during the cinematic
    @editable 
    PlayerNameDisplay : ?playername_device = false

    @editable
    HideHUD: logic = true

    @editable
    FreezePlayer: logic = true

    @editable
    MakePlayerInvulnerable: logic = true

    @editable
    MakePlayerInvisible: logic = true

    @editable
    ShowPlayerName: logic = false

    
    # Optional trigger that will be activated when sequence completes
    @editable 
    OnEndTriggered : ?trigger_device = false

    # List of HUD elements to hide during cinematics
    var HUDElementsToHide : []hud_element_identifier = array{
        creative_hud_identifier_all{},
        player_hud_identifier_all{},
        creative_hud_identifier_build_menu{},
        creative_hud_identifier_player_inventory{},
        creative_hud_identifier_health{},
        creative_hud_identifier_shields{}
    }

    # Stored reference to playspace for HUD control
    var MyPlayspace : ?fort_playspace = false

    # Runs when the device is started in the experience
    OnBegin<override>()<suspends>:void =
JoustingGame / Jousting Seat verse-source
HideHUD: logic = true

    # List of HUD elements to hide during cinematics
    var HUDElementsToHide : []hud_element_identifier = array{
        creative_hud_identifier_all{},
        player_hud_identifier_all{},
        creative_hud_identifier_build_menu{},
MiniGameSystem / Soccer Minigame Device verse-source
EndGame():void=
        set IsGameActive = false
        DetermineWinner()
        BallSpawner.HideHUD()
        Logger.Print("Soccer Minigame Ended")
        EndMinigameEvent.Signal()

    # Determine the winner
    DetermineWinner():void=
        var WinningTeam : string = "Tie"