There’s no need to call this at all. We’re already setting the progress bar percent below… calling it will revert the bar to the incorrect value you had before
Besides, you’re pulling wrong value in that update (not the one after division). You can skip this completely. If you call it the way you do now, you will override the progress with this, as mentioned before.
And you can also skip setting up Enemy reference in the widget. There’s generally no need for that.
It’s much more efficient for the actor to push data into the widget.
I still don’t understand how to do damage the way I want to. My damage takes 10% of the enemies health regardless of how much health they have. If they have 1000 then they lose 100, and if they have 100 then they lose 10. I want to do 100 damage no matter how much health the enemy has. But with floats, it’s making me do 10% of their health instead of an exact number.
I’m trying my best to understand everything you’re commenting but I’m very new to Unreal and there are a lot of things I do not know how to do, or where to add things in
I just finished adding everything to my project and it’s working nicely. Thank you so much for the help! There was no way I was gonna figure this out on my own.
Do you know how I could change the text widget on the health bar so that it displays the health in numbers rather than a percent? (For example, 750/1000 instead of 75%)
I will try this out and let you know how it goes. Although, I do have one question. Why do I input 1 and 324 for the minimum and maximum integral digits? What do those specific numbers do?
These are the default values and can be left as are - number of whole digits to display. If you set the first one to 3, you’ll see 001 instead of just 1.
Max fractional should be 0 unless you want see values after comma.