OK, so I’m working with 2 health bars and for some reason only one of them is working. The second one is not working for some reason despite it being the exact same code for both health bars. I tried using a text box to see if it would also stay static and it did. However, when I plugged it into the print string function it shows that my health is actually being depleted, but for some reason that’s not being updated to my health bar.
I used the print string function on all my logic that’s responsible for updating my health bar when damage is taken and it always works but for some reason it’s not depleting. What makes it weirder is that whenever I switch Prog Healthbar and Prog Healthbar 1 the issue switches and the other health bar stops working instead.
So I only have the two progress bars and one widget. The first post showed the logic I’m using for the progress bars from the UI and this is an actor component that I’m using so I go give the health bar to different characters w/o having to redo the logic.
The begin play updates it once at the beginning to make sure that it’s always at max health, but I have another call update on the player for whenever damage is taken.
The health bar that is working is first on the hierarchy, however I’ve tried switching them but that yielded zero results.
I didn’t make any functions for the progress bar.
This is all my logic for the bad health bar
Yeah so that calls so that when any damage is taken it subtracts the damage which is just 5 for testing purposes and the max health is set to 100 but the current health that is highlighted is supposed to be what ever the current health is subtracted by the damage
I get how it works and it makes sense. If you print those two highlighted values in the post above, do they make sense to you? As in, 95 and 100, for example.
Actually looking back I do remember I did try to use a brand new progress bar to see if that would work but it did not. I also tried making a new UI for that bar alone which also did not work.