The v1.1 update has been submitted to the Marketplace.
Added support for Text Fade. The “TextBlock_FloatingText” widget now has additional logic to have the texts fade out over time. You can use its instance editable variable %TimeToBeginFadeOut to control when the text should start fading out.
Hello! I’ve been trying to get this to work in my game but have been unsuccessful. When you set it up in enemy blueprint, where is the set floating text spawner coming from? I’m pretty new, so I’m sure it’s something simple.
I really want to get this working. Am I creating a new variable called Floating Text Spawner in the enemy class as the BP_FloatingTextSpawner reference?
Hi there, yes that’s a new variable that you can create by dragging the pin out of the Get node and selecting Promote to Variable. Alternatively, you can just use the Get Actor of Class (since we have only one floating text spawner in the level) node and create a variable from its return value as shown below:
Hey! So I love the product, I am having some issues implementing it though, I am a little confused what I am doing wrong, as far as I can understand I have followed steps 1, 2 and 3, applying them to my enemy, however, the floating text is not appearing, I am wondering if I am supposed to include the calculate damage function included in the testDamagePawn Blueprint? (maybe that is what I am doing wrong?)
Also you can’t see in pic but the get all actors sequence is attached to EventBeginPlay as instructed
also wanted to point out that i am using line trace for my hit interaction
Quick Update: I found the further notes on integration section and tried the method of connecting a getPlayerController node directly to the spawn Floating Texts within the Floating Text Spawner BP to test if it was working, i found that even with the player controller hooked directly to it, the floating texts are still not appearing.
Hi Smumpy, thanks for sharing your screenshots. Everything seems fine on that front. And don’t worry about the Calculate Damage function. I just added it as a simple example for dealing with texts for multiple damage types and modifiers like critical hits. So you can go ahead and use the logic you already have in your BP.
Now since the texts are not spawning at all, I’m guessing that it might be due to the following Player Controller validation check failing at the start of the Spawn Floating Texts function.
Hey so I set it all back up with the Get Player Controller set as the instigator on the Spawn node, I am getting a “accessed none when accessing the Floating Text Spawner object reference” which is odd because it is being set on BeginPlay. Thanks for getting back with me so fast!
Alright, if you have the Astral Warden placed in the level from the editor, there is a chance that Unreal might be initializing it before the Floating Text Spawner actor. Could you add a Delay node with say 1 second interval at the start of its Event Begin Play before calling the Get All Actors of Class node? This will let us know if it’s an issue with initialization order.
The v1.2.1 update has gone live on the Marketplace.
I. Added an option to set if the Damage Instigator should be validated before spawning the Floating Texts. I’ve noticed that not everyone is familiar with the concept of passing in an Instigator when applying damage. So I’ve turned off the validation by default to ensure that texts will always be spawned as long as the “SpawnFloatingText” function is being called.
However, if you’re already familiar with using Instigators, I’d definitely recommend turning on the validation by setting the “bValidateInstigator” variable in “BP_FloatingTextSpawner” to “True”. This will help you ensure that damage texts are displayed only when it is instigated by a player, and not when it is caused by say something like friendly fire between enemy AI.