[SUPPORT] Advanced Turn Based Tile Toolkit

Okay, sorted that optimization issue.

I have placed string prints in BP_UnitHUD to show AP/HP text current value. I have also placed string prints in WBP_UnitHUD. In BP_Actor_Puppet I have placed some default values into DisplayedCurrentAP and DisplayedCurrentHP (5 and 10) and it is these values that are being displayed in game and that the print strings are quoting, if I change those default values then certainly the strings and the in game display change accordingly.

If I go into BP_Unit_Anim (Whose puppet class is BP_Actor_Puppet) and change the attributes Current Hp and Current Ap there is no change in the displayed values in the strings or the on screen widget. If I get two units (both BP_Unit_Anim) to damage eachother the healthbar visibly drops but my HP value text remains unchanged.

I’m guessing that it is within step 7 that my displayed hp/ap values get connected to the current ap and current hp values?

(I’ve come back to edit this post and report my findings)

So after some tinkering I found that I can get get the displayed health number to work by sort of hijacking a node from another bit of code in the event graph of BP_Actor_Puppet.


If I just plug the currently extant float ‘Displayed max health’ directly into my own int "DisplayedCurrentHP’ and then reference that float in UpdateHUD instead of my int. Then when in game the HP number displayed gets updated on damage and correspons to the changing health bar.

I’m going to try the same with AP.

(edit, this also worked with AP in a similar way - by taking ‘current AP’ from paired unit and plugging it into my own int ‘DisplayedCurrentAP’)

I’m now going to carry on trying to get to grips with the action system through your tutorial videos. Just wanted to say thanks for being so quick to respond and ready to help. That said I’m sure I will have more questions for you in the near future!