I have spent several hours trying to find an answer.
My progress bar always stays empty, even when I create a binding which hard codes the output to float “1,0”, also when there is no binding and I just set the percent value in UI to 1,0.
My binding (character health clamped to 0-1 range) works just fine in UI text and Slider (set to 0-1). The casting to player does not fail.
There are dozens of similar threads, but none solved my problem.
I am working in the VR template in UE, just updated to 4.26.2 (same thing was happening in 4.26.1).
Just to clarify the progress bar is working in the editor when I change the perecent value, but stays empty in-game.
Can you show a screenshot where you pipe the data into the progress bar?
Sure thing. This is the binding that works for Slider and Text, but not Progress Bar:
However this also does not work for the Progress Bar:
Sure thing. This is the binding that
works for Slider and Text, but not
Progress Bar:
Is there a chance you’re monitoring the wrong progress bar? Is the progress bar visible? Are we using a widget component?
Can you bind it to the progress bar and put a Print string node there to see it if fires at all?
OK I found out what was wrong… In fact, it was working all along BUT under the “Behavior” tab of the progress bar widget the “Enabled” value was set to off. What was strange about it is that regardless of that the bar was still VISIBLE and operational, HOWEVER the BG and fill colors were so washed out that they were almost unform grey and looked very similar , so I thought it was not working at all. Thank you for your help!
Ha, happens. Thanks for the update. I’ll add that step to the mental checklist for the next time!