2 stop power meter

Hey hey. Hope everyone is having a good day.

I’ve been studying UE5 and I’m very new to everything programming related. I’ve been doing well so far recreating a game I used to love that is no longer available called Pangya. It’s a fantasy golf game. In the game there’s one thing I have not been able to figure out how to do and that’s the power meter they had. It’s so specific that I can’t find any tutorials that help me with that either…

pangyameter

Not the values but the basic functionality of a power meter that goes forth and the back and you stop it to determine the power and then you stop it again at the right spot to resolve whether or not you hit a perfect shot with the values you imputed or if you’ll get deviations based on where you stopped and how far from the sweetspot you stopped it at with a complete failure if you hit outside the red area. I know it’s complicated to understand via just text but thankfully there are videos from the game that show what I mean:

(This person in the video is using a cheat that sets the power to exactly what you need without you having to hit space to stop the meter but it should be illustrative to what I’m trying to accomplish)

I know I’m probably asking for a lot but any help would be appreciated.
Thank you in advance!

Which version of the engine are you working with? 5.4.3?

UI Blueprints don’t migrate well between engine versions. So I would prefer to build it to the needed specification.

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That is correct.
And I already made pretty much all the logic for the trajectory and things like that.

Currently I have these variables that can be plugged into the formula:
TopBackSpin = Y axis ball spin component (-100 to 100)
Sidespin = X Axis spin component (-100 to 100)
Power = Impulse power (1 to 500)
ClubTypePitch = Angle for each club type (Driver, wood, wedge etc) (0 to 90)
SwingAcc = Percentage value that determines the deviation it goes from 1.0 to -1.0
FinesseMod = Determines the size of the zone that is considered 0 in the SwingAcc and also the speed with which the gauge will move (high finesse means the gauge moves slower and therefore easier to be accurate)

There are a few more that affect trajectory like wind and whatnot but these are the ones that the player will end up having any sort of control over.
Now I know I plannedahead for something I have no idea how to make but I’m trying my best. :smiley:

Making some progress. Already got the segments widths running on percentage parameters so they follow each other

I’ll continue tomorrow.

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I hope I can understand and learn from checking this out. I feel like trying to replicate things has been the best way to learn UE5 for me. Looking forward to seeing it!
Again, greatly appreciate your time.

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