Blueprint Incorrect - Player Damage or Healing

Hi brains-trust,

Within the two videos I have added here, you will see that in the gameplay demo, that if I pickup a health potion or run into the glowing orb my UI health widget will show the ‘Health Dead’ widget.

Hopefully you can see the issue from the blueprint video, the first activation is running into the orb, the second is running into the health potion.

I’m simply trying to have 2 health potions appear in the UI, then remove 1 potion(Health Low widget) when I receive damage and show the empty potion(Health Dead widget) when I have 0 health and then activate the dead check to the right of the blueprint.

See OneDrive link for video captures, TIA!

Franklin

You’re not updating the player health

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Thank you! that fixes the damage issue, but I can see the blueprint activations that when I hit the orb it uses the second branch which has the Health Dead instead of using the Health Low widget. It uses the following path instead of the one above it.

A couple of questions

  1. Is the ‘health full’ widget the parent of ‘health low’ and ‘health dead’? If not, you’re adding widgets every time you get damage.

  2. This is doing nothing

Yes, so Health Full is suppose to be the parent of Health Low and Health Dead.

Full health = 100 health = 2/2 potions showing full

Hit orb = 50 damage = 1/2 potions showing full
Dead = 100 damage = 0/2 potions showing full

Unless the ‘health full’ widget is actually the parent of the other two, this will do nothing

image

which means you’ve got widgets piling up every time you get damage.

Is there a way to set Health Full as the Parent widget and the other two as child widgets? I’m not sure how to do this, I’m 2 days into UE learning.

You don’t have to. All I’m saying is this

image

will only get rid of ‘health full’ widgets.

This

will add a new ‘health low’ widget every time you get damage. Every time health >= 50.

You’re getting lots of widgets superimposed on top of each other.

How do I make it so that…

  1. When hit, 1 potion becomes empty
  2. When hit again, the 2 potions are empty

Update the health before showing widgets, and do this sort of thing

It now just cycles through Health Death then Health Full but the UI immediately disappears when the first one happens.

It’s current - damage

image

you’re doing damage - current.

sorry I’m not following, they look the same to me
Screenshot 2023-09-12 203410

This is yours

image

You’ve got damage plugged into the top pin.

Mine looks like this now, I can’t see how it’s different
Screenshot 2023-09-12 203410


This is full blueprint

So it should show the full health until you’re between 0 and 50, then it shows low health, and then death when you get to 0?

Yes that’s right, how do I fix it to do that

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That’s what I think it should be doing now :slight_smile:

What are you getting?

As soon as I hit a potion the widget wipes