I am experimenting different ways to obtain the same result just to learn.
I have a BP Character that can take damage and a BP Widget with a border that fills the entire screen. With a little red tint to show the damage taken.
I was wondering if could use a Timeline in my character and start it when damage is taken and link it to a float that get in my BP Widget and change temporarily the alpha channel of the Appearance Brush Color. 0 is by default and when the player gets damage the alpha becomes 0.3 for 0.3 seconds and goes back to 0.
I’ll keep digging, but in case somebody knows a good way of doing this.
I can’t get the flow in red with the dots. But when I connect it to a print string with the alpha channel of the timeline I see that is does what I ask 0.3 seconds at 1.0 and then in 0.2 seconds it goes back to 0 and so on.
My bad the first method that used is from a tutorial, but in the tutorial it was using delays and lots of my colleagues told me in a real pipeline it is better to not use delays. Delays are more for experimenting, but not in an official pipeline.
So I wanted to learn other ways to show the red tint.
But I kept part of the first method that was in myHUD I created a binding to the visibility of the tint, and it was waiting for a some booleans operation to show or don’t show. I removed it and now it works!