So I’m making a mechanic where an object is getting progressively more and more broken and you have to hold LMB to repair it. The problem is there that I want to indicate the progress of repairing with a radial progress bar rather than the normal one and I have everything set up, but I don’t how to fill smoothly the progress bar without timelines which I can’t use in widgets. so perhaps there is some way that I can make a bind manipulating the fill variable? Just an idea that I can’t actually implement, but if you can id appreciate some help. Thanks in advance.
You can’t use timelines in widgets, but you can use a timeline to change the fill amount ( in whatever blueprint it is ), and show that in the widget.
Well, I tried that:
and played on begin play but it didn’t work. The thing is after I made the material for the bar then I made a widget with it and then put it in my main widget. so I’m not sure what BP I’m supposed to cast to.
Will this work in any other actor blueprint because i’m using mouse events like event ActorOnClicked?
Sorry, getting my answers jumbled up Hold on…
The concept is the same though, make the widget and keep a reference to it, so you can update it.
I think you really focused on everything evenly which is good but that with the damage was really just like what i’m gonna use it for but the main thing is that I don’t know how to fill the progress bar smoothly.
I need somehow to extend the fill time from that how broken it is.