Hey there folks! I’ve been wracking my brain pretty hard figuring out how to interpolate ProgressBar percents in 5.2.
Right now within the ProgressBar’s bind function, I am passing GameplayAttributes via ‘Get Attribute Float’ through ‘Interpolate to’ by passing acessing every .5 seconds, but the output is still VERY choppy.
This particular thing does not return 0 on my end, it returns the very first interpolation step only. It seems like it should work but it does not. I no longer trust sampling widget data, caching creates stale results?
Could it be it? It returns the first interp step, but when you resample the PB, you get 0 again, the visual aspect is updated, the internal value has yet to be.
The extra variable in my previous post seems to do the trick.
Sampling widgets might have worked under UE4, it might be a regression.
I wonder whether it has something to do with locale, seeing that you’re using , rather than . for decimal points. Or, most likely, reading widget data is buggy as hell atm.
It does interpolate, if I pass OldHealth to “Interpolated” in this context, however, as I said, the rate of progress bar change is still very VERY choppy. Other solutions that reference the bar itself ignore the interp entirely.