I’m trying to do a call to set player HUD to a new HUD class but it only overlaps the existing HUD.
I can’t seem to find a node to call that will destroy the current HUD class when assigning the new hudclass.
The overall picture is this which adds a layer of complexity.
- You are killed by a physics object which happens on overlap.
- Before it calls to a node to destroy actor I want to change the players HUD to a death mode HUD.
- I then blend the controller with another camera.
- Then destroy the character class.
- On posses of the respawned character class it sethud to the playing HUD.
Currently it just overlaps the playing HUD with the deathhud. And then because on posses the player is tech a different player class it overlaps the original playing HUD with another HUD and keeps stacking them on the screen every death.
As a work around I was able to prevent the death HUD from doing this by using a on animation end remove from parent but I don’t have that option for a playing HUD.
Any advise?