Setting highscores at the end of a level

Hello,

I’ve got an UMG HUD displaying my amount of coins I gather.
I’ve got a UMG endlevel screen with restart/next level buttons at the end of the level which also has a textblock which needs to refer to the total amount of coins collect in that level for highscores.
I’ve got a save/load system in place as well.


endlevel save/opening UMG menu


UMG menu displaying highscore


(mycharacter bp refering to coins to HUD

I guess the highscores has to be cast to the UMG, but how and from where, I do not know. Could anyone help?

If I understand your question correctly, I think what you want is to bind your text block to the text. If it’s coming from your character blueprint you should be able to do the same in the widget as you did in the screen above.

Here’s the binding I have for a similar setup, but the variable I need is in my old school HUD BP. This function is set by clicking ‘Bind’ and then choosing ‘Create Binding’ next to the text field in your UMG widget.

Hope that makes some sense. If not, just let me know what’s not clear and I’ll try and explain better. :slight_smile:

Okay so I’ve got this part except for your “High Score” node obviously. So could you show me the blueprint in your HUD it refers to that?

Thanks btw :slight_smile:

Okay so it’s actually working. I cast it from my character and it works! Amazing!

Glad to hear it worked. Sorry for the slow reply, but glad you got it working.