I’ve only done event dispatchers with widgets so maybe this is inapplicable.
But, your character should have an event dispatcher called “My Event Name” (in your case probably “take point damage” right after you apply point damage).
your controller is going to want to bind an event to that event dispatcher FROM the character, so you’ll need a reference to character, and you should be able to drag off of them and do bind event to “My Event Name”. (you’ve got self right now in “bind event to on take point damage” and i assume you want this player controller to pick up the event from the character)
dispatcher example from my inventory slot that wants to tell the rest of the inventory that it was indeed clicked
PlayerControllers do not take damage. Characters do. These events exist in PlayerController because they inherit from the common Actor class, but they are not used. Is there any reason you want to use damage events on PlayerController instead of Character?
Hi, thanks for the info, I didn’t know that. I’m a newbie.
I just want to update the health bar.
The health bar is a widget that is inside HUD BluePrint.
I was not able to get a HUD instance from the Character BluePrint.
But I got a HUD instance from the player controller BluePrint.