Two HP bars working differently

Yeah, all the script except the “percent” function is from the Character blueprint, i was already seeing around that it’s not a good way to make this work and i’ve been looking for a different implementation.

I’m working on it, will post soon if it has worked, because it may be just a bad idea to make things work in the way i’ve tried.

Since the forum doesn’t let me post it now but seems to rememer i’ll add things to this post tomorrow aswell.

i Just did it,
I completely razed the model i made and did it again, i swapped “applyDamage” that was a custom event with a default AnyDamage one for damage.

It wasn’t it tough.

I’ve made the variable Health on rep, developed on the function and made the event dispatcher.

I was probably doing something wrong because the way you told me to do it, actually worked the second time.

Also, i changed the BeginEvent logic that now starts on “OnPossess”, also i focuses all the HUD in a single HUD blueprint so that i have only do add that to the Viewport.

Now the Health is working fine, the timer too and the repleneshipment of the values acts accordingly.

Thank you for your support and patience.

I’ll probably be writing soon since i’m going to have a lot of free time under christmas so, in case you’re not gonna be the same angel twice, Happy Christmas to you and your dears.

To the next time!

1 Like