Summary
I am making a horde rush remake map. Each round I use a custom Timer HUD that changes the animation used with the time left text when a certain amount of time has passed. When the amount of time is greater than 60 seconds, it should display the timer without any special effects. When the time remaining is 60 - 11 seconds, the timer should play a bounce effect every time it ticks. When it reaches 10 seconds, the timer should play a fade in + bounce + fade out effect. HOWEVER It seems to only play the final 10 seconds animation even if the condition hasn’t been met. Sometimes it will use the first Condition but anything in between just seems to be skipped.
I have it use the Current Time in the CreativeTimerViewModel. HOWEVER I have ALSO tried using a conversion function (to text integer) current time in seconds but that just makes the timer text disappear until the final 10 seconds
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Other types of View Models should work too, as long as you are using conditions.
here is the timer device example with Current Time in Seconds I used:
- Place a Timer device in UEFN.
- Create a new HUD Widget Blueprint.
- Add a Text Block.
- Add a CreativeTimerViewModel.
- Add 3 different animations and add the Text Block to it. Make sure the animations are somewhat different from each other so you can tell the difference.
- Compile the blueprint.
- Go to view bindings and add the Text Block.
- Set the destination to “Text Block > Text”, mode to “One Way to Widget”, and source to “To Text (Integer)”.
- at the Value option click “Bind this argument to a property”, and set it to “BLUEPRINT > CreativeTimerViewModel > Current Time in Seconds”.
- Add 3 Conditions.
- Set the Condition to “CreativeTimerViewModel > Current Time in Seconds”, the Operation to “More Than (>)”, Time to whatever you want the first animation to play before it reaches this time, and set the function to “BLUEPRINT > Queue Play Animation”.
- at the In Animation option click “Bind this argument to a property”, and set it to “BLUEPRINT > ANIMATION_NAME”.
- Repeat steps 11 and 12, changing the Time to whenever you want the respective animation to play, and the animation to the respective animation.
- Compile, Save, and close the blueprint editor.
- Set the Custom User Widget Class option in the Timer Device to your HUD Widget Blueprint
- Push Changes and start the timer
Expected Result
The Conditions are actually respected and all functions tied to them are ONLY executed when those conditions are met. once the conditions are no longer met, the functions are stopped.
Observed Result
Only the function on the last condition is executed, and sometimes even if the condition is not met yet.
Platform(s)
PC
Not tested on other platforms
Video
Additional Notes
The map shown in the linked video is in mid development. its not quite done yet. another thing to note is the “ghost storm” bug that seems to be a half removed storm that still damages players. it seems to occur after ending the game while a storm is active probably an issue with the storm beacons, I will be making a report on that too
Sorry if this was a bit confusing, I am not even sure if this is actually a bug or if I’m doing something wrong, but I am sending this report just in case.