Created by: Robviously
**Marketplace link: **[Status Effects and Combat Text]](Status Effect and Combat Text in Blueprints - UE Marketplace)
Support Email: thelonepioneer@mail.com
**#Slack: ** The Lone Pioneer](Slack)
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Combat Text and Status Effect blueprints is NOW available on the marketplace.
Status Effects and Combat Text Overview Video:
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Description:**
This system is an easy to use Combat Text and Status Effects setup for your project.
It contains a blueprint component that allows you to quickly add floating combat text and status effects to any actor. The component is designed to allow the user to add any amount of new status effects and text animations on top of what is included. If you have an actor that doesn’t require the status effects portion of the component. It can be excluded easily, so that you are just using the floating combat text.
I’ve included a demo to showcase how the combat Text and Status effects work together and a sample way that they can be displayed using the UMG widgets.
The demo includes 7 spells and related buff/debuff effect icons (Burning, Frozen, Stun, Poison, Sleep , Silence and Heal ) and 5 combat text animations for Dmg, Crit Dmg, Heal, Crit Heal, ±Status effect.
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**How To: **
Fix - “Project names must not be longer…” message:
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By default the project will use the Marketplace name, This name will give you a popup message.
http://thelonepioneer.com/Status_ERROR.png
To fix this, When creating the project make sure to rename it to a name that is less than 20 characters. Problem solved
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Migrate - Add this package to your current project:
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You will want to move the combat text folder to your project, and then if you’d like to use the demo setup, you will need to update your player controller and Character with the information that is in the DEMO Character and DEMO Controller.[/Spoiler]
Change or add new combat effects:
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Variable: “DemoCombatEffects”
VariableType: “CombatEffect”
Blueprint: “DemoController”
In the “Demo Controller” you will see an array called “DemoCombatEffects”. It will contain 7 elements that I have predefined as the demo effects. You can adjust the current effects by chaging the ID/TEXT/Icon/particle Effect and duration, remember by changing these values you will also need to adjust how the output spell attached to it behaves.
If you add a new effect and want to setup a new “spell”. you will need to start your spell off like the others to included the “apply status effect”, “add hud effect” and set “time line length” with all the proper connecting nodes for the effect system to work properly.** An example is shown in the picture below.**
http://thelonepioneer.com/StatusHelp.png
Once you have added the required nodes, you will then need to setup what you want applied to the character. The demo examples show you a few different options. remember, The nodes that come after the “Set Timeline Length” are what you want the effect to actually do to your character.
**Note*the Top down character" reference is the “demo character”, if you have migrated this to your own project this reference needs to point to your player character which has the “combat text component”. *
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Setup damage text on ANY actor:
[Spoiler]If you have an actor that takes damage and would like the floating combat text, such as a destructible object or enemy character, this can be easily achieved by adding the “Combat Text component” to the actor. on “event any damage”. Get the “combat text component” pull off of it and get the function “show combat text”. Plug in the Damage from “event any damage”, and set the “combat text type” to be “damage”.
http://thelonepioneer.com/StatusDMG.png
Now whenever this actor gets damaged, it will be display that damage as floating Combat text. This process can also be used for Heal, Crit damage, Crit heal and regular text. Such as a door unlocking", or an item being picked up.
*Note Unless your game only requires floating combat text, you will probably want to use the status effects on the enemy characters as well, and this is setup the same way it is for the player, but you would need to include the Status effects widget on the enemy player frame. *[/Spoiler]
Make changes to the UMG widget Font:
[Spoiler]To change the font, you will need to open up the UMG Wiget Blueprint of which you would like to change the font. Select the **[Text] **element, and under the details tab, in the **appearance **section you will see “Font”. Here you can change the Font, Font size and typographical emphasis (bold, Italics, Regular).
http://thelonepioneer.com/StatusFONT.png
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Replace or add new Icon images:
[Spoiler]Icons are located in the “UI\Textures” folder. I use 32x32 pixel images in the demo. Once you have imported the image you will need to adjust the** Texture group** to 2D Pixels (unfiltered) and the Compression settings to UserInterface2D. This allows for a sharper image and works well with my pixel art style. Depending on your project you may want to try some of the other options.
http://thelonepioneer.com/StatusICON.png
Icons can also be swapped out for any of the Demo Effects. This can be done by accessing the “Demo Controller”. You will see a variable for an array called “DemoCombatEffects”. Click the “DemoCombatEffects” variable and in the details panel select the** array element** you want to change the icon of, select the ICON field and then select the new Icon image.[/Spoiler]
Change the CPU Particle effects to GPU particle effects:
[Spoiler]Since they particle count is so low it made sense to me to use basic CPU emitters.
If you would like to convert them to GPU emitters, Epic has a great guide showing how to convert CPU particle systems to a GPU sprites.
I suggest watching this video as it goes over the benefit and restrictions of both particle systems.
[EPIC - Tutorial - Creating a GPU Sprite Emitter]](Intro to Cascade: Creating a GPU Sprite Emitter | 05 | v4.2 Tutorial Series | Unreal Engine - YouTube)
Intro to Cascade: Creating a GPU Sprite Emitter | 05 | v4.2 Tutorial Series | Unreal Engine - YouTube
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- Robviously