# Showing notifications

To show a notification, simply get the notification subsystem and call `Show Notification` with the correct properties. To check what all the properties do in the system refer to [notification-properties](https://midofey-tools.gitbook.io/midofey-tools/notification-system/notification-properties "mention").

**Blueprint Code:**

<figure><img src="https://2523857298-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FkfcusXmYdv33CDQzNCZB%2Fuploads%2F5o6lOdgoMn2fro3zoDAP%2Fimage.png?alt=media&#x26;token=eedb64e4-47e2-4fdf-adb0-c0c4d0d66d96" alt=""><figcaption></figcaption></figure>

**C++ Code:**

```c++
	UNotificationSubsystem* NotificationSubsystem = GetGameInstance()->GetSubsystem<UNotificationSubsystem>();

	FNotificationProperties NotificationProps;
	NotificationProps.Title = FText::FromString("Interaction Updated");
	NotificationProps.Message = FText::FromString("The interaction widget has been updated.");
	NotificationProps.AutoDismiss = true;

	NotificationSubsystem->ShowNotification(NotificationProps);
```

You can also bind events to when the notification is accepted or declined, if auto dismissed neither of the events will fire.

<figure><img src="https://2523857298-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FkfcusXmYdv33CDQzNCZB%2Fuploads%2FB4dLkbSzT8XKz1Ix6jtP%2Fimage.png?alt=media&#x26;token=0da4176d-35b6-4953-8fad-6a5f72b5058f" alt=""><figcaption></figcaption></figure>
