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”.
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”.
Well If both of those images are of the specific progress bar you’re asking about then the first issue I see is that your bind event is tied to get percent 2 not 3. The other thing is, where are you actually using get percent 3.
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?
Ok I see you are plugging in a float value, now where are you actually using it?
Hey I got a hint… Player index. Maybe i have to set a different player index.
How can i see these indexes from my HelpToruses?
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.
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