Just tried in the ShooterGame sample and you need to hook up a ‘GetPlayerCharacter’ to the ‘Damaged Actor’ pin in the ‘Apply Damage’ node. Here’s an image of what it looks like for me:
Also, connecting ‘Other Actor’ from the trigger worked for me as well and is likely safer to do since you may have changed your player index. I always make sure it’s set to 0 for my SP games, but I think MP requires multiple for each player.
Gooner is right about that. You could also plug the Other Actor right into Damaged Actor, so that anything that has health that enters the volume will be hurt. That is good for environmental damages, like fire or spikes.
Hmmm that is very strange. I have a health bar but I don’t think the actual health is set up for my character. How would I go about doing this? ?v=s423ydn3t_E
tutorial breifly goes over the Health bar but doesn’t specify anything to do with the actual pawns health.
Try going back to your first setup, connect the Other Actor pin to the Damaged Actor and set the damage to 10000. Does the player die then? Sounds like your issue is the HUD display of damage taken, not the actual damage node.
Also, what type of project are you using? In ShooterGame, no damage type is needed and just the trigger and damage nodes are needed to do what you’re going for as I showed in my screen above. Even without the GetPlayerCharacter node. Would be helpful to know the project you are working with since they are all set up slightly different.
I might be wrong on this, but if I recall correctly, the current Character implementation does not even have health (unlike the one in UDK). So in order to display health or to take damage, you actually have to create variable that stores the health of your pawn in the first place.
In your character bp you should have a health variable (otherwise create one) -> add it to the event graph -> and then set up something like this -> play the game -> on the screen you should see some messages:
In the character blueprint when I add the health variable like you showed the repeated message “health:100” appears flowing down the left side of the screen.
I think I did the second part correctly (I added it to the character blueprint)
I walk though the fire and the message “health-70” prints on the screen and then if I walk through again the message “health100” prints on the screen.
Ill add that I’ve set the fire to deal 30 base damage.