and i bind it in the level blueprint but i’m not sure what to connect the target node of the bind event to attack enemy,
also i’m not sure how to connect the damaged actor node of apply damage so that the correct enemy is attacked
Rule Number 1 - never script stuff like that in the Level Blueprint.
The widget that has the dispatcher. Which you cannot do because the LB has no idea the widgets exists. It would need to reach out to whatever entity created that is referencing the widget - and that’s - while, probably, doable - that’s a lot of poor architecture that will give you more & more headache from now on.
for some reason it doesn’t seem like it’s working, i’ve set up the event any damage in the enemy class and the change health event is for reducing the hp bar but the hp bar remains full despite clicking the button for attacking the enemy which has the event dispatcher
do i connect this input with something because it still shows no differences in hp despite me clicking the button
also i made a small change and connected the bind at the completed part of the loop