> For the complete documentation index, see [llms.txt](https://docs.arcware.cloud/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.arcware.cloud/unreal-engine-setup/using-the-arcware-pixel-streaming-template-project/getting-started/arcware-blueprints/arcware-hud.md).

# Arcware HUD

**Name:**\
BP\_Arcware\_HUD\_Hidden\_Mouse / BP\_Arcware\_HUD\_Visible\_Mouse\
\
**Location:** \
Content/Arcware\_Functionality/HUD/BP\_Arcware\_HUD\_Hidden\_Mouse.uasset\
\
**Use:** \
These two HUD's are presets for how the in-game mouse behaves.&#x20;

<figure><img src="/files/CA0Hq1DudDfdGuhHR5Eu" alt=""><figcaption><p>GameMode in content browser</p></figcaption></figure>

**'**&#x42;P\_Arcware\_HUD\_Hidden\_Mouse'\
This HUD should be used when your pixel stream has UI provided via the web-browser. In this scenario, you don't need to click any UI in the game so you don't need to show the in-game mouse cursor. \
\
'BP\_Arcware\_HUD\_Visible\_Mouse'\
This HUD should be used when your pixel stream has in-game UI. In this scenario, the user needs to interact with the in-game UI so the in-game mouse cursor must be visible. When this HUD is used it provides an example of in-game UI, which shows the most useful functionality for the in-game mouse, such as, only showing the mouse cursor when the menu is open.&#x20;

<figure><img src="/files/IipAjiaJNCpVvtWgXLDd" alt=""><figcaption><p>in-game UI provided by 'BP_Arcware_HUD_Visible_Mouse'<br></p></figcaption></figure>

The UI asset used in the HUD is called '**Arcware\_UI**', you can open it to repurpose the Mouse/UI logic however necessary for your own project.&#x20;

<figure><img src="/files/OXxuZvDNYfCN9gA0Dwru" alt=""><figcaption></figcaption></figure>

The desired HUD can be assigned in the **GameMode**.&#x20;

<figure><img src="/files/zyvJU61MPAj1rZgB6rDS" alt=""><figcaption><p>Setting Blueprint Class's in the GameMode </p></figcaption></figure>


---

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