# Welcome!

## Overview

This plugin was built to be as generic as possible so every developer/designer could use their custom user widget while maintaining important UE features like exposing variables on spawn.

Using a GameInstance Subsystem, you have control over the notifications anywhere in the project. Because the subsystem is based on the game instance lifecycle, this system will only be initiated once per game and will have consistent data when loading levels.

The purpose of this plugin is to be able to have any kind of UI design but keep the functionality the same across the game. So there's NO design with this plugin, you are not restricted to using a specific design, you can expose the parameters you need and have multiple notifications with different designes and logic.

<figure><img src="https://765684267-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FeMDT7jI1SOViaDhhfRbe%2Fuploads%2FMsdNWpFCpbN49YDDqrqT%2FCustomWidget.png?alt=media&#x26;token=27b5917d-e61d-42bb-a23b-db5da99d6146" alt=""><figcaption></figcaption></figure>

I can create any kind of user widget as a notification widget while exposing the core parameters for that specific UMG. This allows a highly customizable functionality when having multiple notification designs with different purposes so you are not strict to only one UI design.

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* Blueprints visual scripting.
* C++ (Module EZNotifications)
* Windows Only

{% hint style="info" %}
Multiplayer isn't been tested yet, in time, I'll update this plugin to fully support multiplayer projects.
{% endhint %}

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