Sorry to post another question in the forum by few hours, but I face different kind of problem right now… which I predict it is newbie mistake, yet I have no idea how to solve it properly.
In C++, I have own class (derived from AActor class) with my own actor component (i named it as Character_Stat) , which is being stored with many stats, such as Action Bar.
Action Bar? Honestly I don’t know the proper name for it, but when you play old Final Fantasy, there is a progress bar that refills by time and when it is fully filled, your character can be selected…
I think you get what I mean from it. Okay, I used to implement that similar style in Unity (my forte is not Unity anymore -_-),
however in Unreal, when I approach with different style - with actor component, my actor component tick does not work and not add up my Action Bar with delta time.
I remember now that… I created Blueprint from that class, and adding that component inside BP. is it because I used BP? if it is the case, How can I activate tick from that component?
To add up, when I use Tick Event in BP Graph, I can use only one exec line… which i need more for animation (set flip book) and stat (to add that action bar, which only BP can trigger tick…)…
It sounds complicated… but even simple Tick does not work for my project, which is troublesome because it is essential for my battle system and having limited time (few days… Sob) to implement the battle system.
I only wanted to create simple FF ish game… Pretty Please…