Merge 2 types of damage into DamageIndicator Widget

I have a function connected to the Event AnyDamage that displays the damage done to certain character in the HUD:

And that Damage Input node on Event AnyDamage is passing 2 kinds of damage, Impact (normal) and Radial damage.

So when I Print String I see that both damage types are being printed individually. How can I merge both knowing I only have that Damage node as reference for the two? So instead of appearing like this (7.88 Normal Damage + 5 Radial Damage):

286311-55.png

It appears 12.88 total. Thanks.

Why not just use the separate nodes

EventRadialDamage

EventPointDamage

nodes, that way, you can add the damage before putting it on the screen… :slight_smile:

Edit: or you could take this approach:

So, don’t display the damage immediately, collect it and display it on a regular basis. ( Obviously you probably wouldn’t use a print string, it would be a widget etc… )

Hi, thanks for your reply.

I tried your second solution and it sums up both damage, however, it will continue to increment the damage - so instead of appearing (for example) 14 damage (9 point + 5 radial damage), it will continue to appear 14 damge, then 28 damage, then 42 damage, instead of appearing 14 damage, 14 damage, 14 damage.

Hope I could be explicit :slight_smile: Thanks again.

Are you sure you connected it up right?

For anyone having the same problem as me, merging Point Damage and Radial Damage, this is how I fixed it:

Also, when applying damage on your projectile, if you want to have both Point and Radial Damage, don’t use the function Apply Damage to apply your generic damage, use Apply Point Damage and Apply Radial Damage instead.

Like this: