So I’ve made a game where you can throw potions at targets to collect points. I have the blueprints correct in making it increment via a string but now I’d like to transfer it preferably via a widget blueprint which I’ve already used for my HUD.
There are 3 different targets which the player can hit for either 1, 2 or 3 points but I can’t seem to get it to cast to the HUD blueprints or the widget blueprints and I’m a little stuck
All the tutorials I’ve found are from last year which doesn’t help either.
It is quite tough to link systems set up in the level blueprint to widgets and things, the best thing to do would probably to create a new actor blueprint for each of your 1, 2, 3 point targets. Then you can use Cast To nodes to reference those blueprints in your HUD widget.
(This is probably a better way to save your targets anyways as you only have to set it up once and then duplicate it around your level)
Hi Steve, sorry I took so long to reply. Ok so I’ve added a test blueprint for one of my 2 pointer target but I’m new to using widgets and I’m stuck.
I’ve added a points variable to the asset blueprint and cast it to the HUD widget I created but from there on out I have no clue what I’m linking up. Originally I thought I could link the points variable from the asse blueprint but I can’t since it complains about first person character casting.
I have fixed it! I ended up creating a variable in the first person character node and cast it to the target and the widget. The only trouble now is getting my overlaps to work so that I can throw objects at the targets to count points,