HUD progress bar stays at 0

It says FirstPersonCharacter

Oh these HelpToruses are additional auto-turrets above the player, I don’t really want to play them (they automatically fire). Do you think I have to set their energy variables in my FirstPersonCharacter? Trying this for a second.

Forgot to say that the 2 Toruses have their separate Blueprints where they spawn projectiles which might be a bit too much work for this simple thing!

Would be simpler to keep the energy drainage in their Blueprints.

Shouldn’t I change a tiny connection in the progress bar nodes? Get the Child Actor somehow?

And, do you think this answer is on topic? → Child actor component: cast failed - Programming & Scripting - Unreal Engine Forums

In the Widget Blueprint,

Right click in “Content Browser → User Interface → Widget Blueprint”

Then you just drag a progress bar into the view and create a Bind at “percent”.

Whoops, I thought you asked me how to do it… lol)

On the top left + top right corner are the (new) Torus bars. They are linked properly, but not highlighted to see. Left gets 3, Right gets 4.

That’s so weird, though. I can cast but it seems like Get Player Character is not fitting. I mean… it’s just single Blueprints after all and it doesn’t work…

What if I just kept the Toruses as external actors, attached to FirstPersonCharacter?

Anything specific I need to keep in mind about casting to child actors?

They are in the HelpTorus Blueprints. Minus float for every spawn projectile – drains 0,002 of weapon energy.

But i got a different hint now: Setting a different player index.

This solution worked!

Can you convert it to an answer for proper marking?

Thanks!

The Torus are not related to Player index at all. They are simply attached to the player through the use of Child Actor Components. (right?) Try this, as I said earlier you really should have a more efficient method if performance matters at all, but this should work. Just re-do the Cast nodes to your FirstPersonCharacter and HelpTorus