- Easy just make the indicator as a separated actor that follows the player, do not attach it to the player tough or it will rotate with him. Or you can decrease the change of the player rotation from the indicator in the tick.
- You can try to use Widgets to make it closer to the Legend of Dragon.
Currently I’m working on a hobby project that will adopt a lot of systems from Legend of Dragoon. One thing I’ve gotten close but can’t quite get it just right is the Random battle indicator. In the game a triangle will be over the characters head and spin, it also changes colour based on probability of encounter. Everything works based on my random battle logic I have in the player controller. This is on the character. I’m wondering 1 thing mainly, and another as advice. 1: is there a easy way to separate the primitive so it doesn’t get rotation from the player turning. 2: is there a simpler way to do this, or do it in a way more similar to Legend of Dragoon.
I don’t know how to do those things, lol. I am not sure how to attach a primal to my character, and don’t know how to remove character rotation from the indicator rotation. Few things I tried when attempting that caused it to spin into hyperspeed.
I also am unsure how to accomplish it in widgets.
Thanks, but I don’t know how to do it in those ways. Could you explain it out? I’ve tried to attach the indicator as a separate actor but haven’t found any traction in getting it to appear. I wouldn’t know where to start with doing it with Widgets.
- Create new actor, spawn it from character or better GameMode(GameSesion, Player Controller can do as well) if they’re more than one character that can be selected then save its reference to a variable of Indicator in the GameMode. Then create actor reference there as well by the name of SelectedCharacter or something like that, then in the Tick do IsValid to SelectedCharacter if true set Indicator actor Location to SelectedCharacter Location(raise indicator local location in BP for better visual height) then set Indicator Actor Hidden to false and if not valid set Indicator Actor Hidden to true.
Oh right when you select your character you need to do Get GameMode to cast it to your game mode and set the SelectedCharacter variable to your actor that got selected and if all of your characters attacking set it to null. Think that will do the job more or less. - Pretty much what I wrote above but with your HUD instead GameMode and Widget instead Actor, but here you will need to find how to do the widget with help of some tutorials.
Good luck.