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HOGWARTS LEGACY / Creator Kit UI

Creator Kit Widget-Tree Mutator: Custom UI & HUD Tutorial

Plan event-driven HUD overlays, spell indicators and diagnostics using the April 2025 widget search capability.

12 min readPC · Hogwarts Legacy · 2026Updated 19 Oct 2026

The most maintainable custom interface listens for widget creation, searches for a target safely, and adds its own overlay only once. Cooldown bars or DPS counters require legitimate runtime event data: widget-tree access alone does not provide a damage telemetry API.

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Quick answer

The April 17, 2025 Creator Kit patch introduced a mod-mutator hook invoked when widgets are created and a search function for a widget within its tree. Use that to locate and augment live UI rather than directly overwriting base-game HUD assets. The node graph below is architectural pseudocode; exact Blueprint node labels differ by Creator Kit build and must be checked inside the editor.

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Widget tree / ModMutator node graph

Conceptual Blueprint flow based on the April 2025 update

Widget created eventA hook added for ModMutators in the April update
Search widget treeFind a specific existing descendant
Validate type + instanceAvoid null and duplicate overlays
Attach minimal overlayUpdate only your own UI element

Implementation sketch

// Architecture sketch — NOT copy-paste Creator Kit node names
OnWidgetCreated(createdWidget):
    if createdWidget == null: return
    target = FindWidgetInTree(createdWidget, "TargetHUDSlot")
    if target == null or HasOurOverlay(target): return
    AttachOurNonDestructiveOverlay(target)

// Cooldowns require an actual spell event source.
// DPS requires damage events; widget-tree access alone is insufficient.

This illustrates control flow, not literal editor node spelling or a guaranteed built-in damage event API.

HUD appearance preview

Custom overlay can be a small add-on rather than a full replacement.

Spell charge · 65%
Design constraint: The preview is static HTML with a demonstration slider. It does not access Hogwarts Legacy gameplay events. A functional cooldown bar or DPS meter must connect to supported gameplay telemetry in the actual Creator Kit build.
Step-by-step walkthrough

Follow these practical steps

Work through these in order, and read any version or compatibility warnings carefully.

01

Update the Creator Kit through Epic Games

The April 17, 2025 update added a function called when a widget is created and a search capability to locate a specific widget inside its widget tree. Update the Creator Kit via its supported launcher before following a tutorial built around those features.

02

Create a ModMutator in your mod project

In your content folder, create or open a blueprint inheriting from ModMutator. Keep it scoped to your project, and inspect the available functions/events in the version-specific Blueprint editor. The exact search-node name is not specified in public patch notes.

03

Listen to UI lifecycle and search safely

Bind the widget-created callback offered by the current ModMutator build. Search the created widget’s tree for your target HUD descendant, verifying class/type and that the result is not null. Never assume a target widget exists across every loading screen.

04

Avoid injecting the same panel repeatedly

Maintain an instance guard or tag for your own overlay. On HUD teardown or reload, allow a new instance to attach cleanly. Avoid editing the packaged game’s base UI assets directly or searching on every tick without a need.

05

Build a minimal cooldown HUD first

Create a small widget showing an icon and progress bar. Wire it to verified spell state events from the editor; do not synthesize cooldown timing from animation alone. The tool above previews layout and spacing without claiming real game data.

06

Scope DPS metrics to known game events

A DPS meter needs accurate damage, source, timestamp and combat-window data. The widget-search patch does not itself grant those values. If your Creator Kit build has no supported event hook, ship the UI without a live DPS claim and document the limitation.

07

Run lifecycle, scale and performance tests

Test opening map, inventory, pause menu and cutscenes. Try 16:9 and ultrawide, controller and keyboard, and multiple mod interactions. Confirm only one overlay attaches and that it disappears when the parent HUD is destroyed.

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Before making major changes

Back up your original save and project files. The tools on this page are demonstrations or decision aids; they do not access or change your installed game. If a fix depends on your exact mod version, use the author’s project notes.

More clarity

Frequently asked questions

Is Widget Tree Search the literal Blueprint node name?

Public patch notes describe a function to search a widget tree, but do not supply a universal exact node name. Check your installed Creator Kit.

Can this remove the default HUD?

The architecture is intended to augment existing widgets non-destructively; hiding a widget should be tested carefully and may be version-dependent.

Will the graph work without additional code?

No. It is an illustrated blueprint architecture sketch, not an importable graph asset.

Does the April update include a DPS event?

The patch documents widget access/search, not a guaranteed damage telemetry event. You must verify supported gameplay event sources.

Why duplicate widgets after reload?

Creation callbacks can run for each new instance. Use guards to attach only once per target widget.

Verified references

Sources and mod documentation

Game interfaces and Creator Kit options change. These links lead to official support pages or named mod-author project pages where possible.

End of guide · WalkerBex