Ahoy! I’m attempting to setup a progress bar for the cast time of a player spell. It’s working pretty well by using a calculated float from my mmocharacter BP to set and update the bar. However, I’m failing at attempting to show/hide the bar using a boolean “isCasting” from the same mmocharacter BP. The prints correctly stream “FALSE” while the bar is not updating and should be hidden, and “TRUE” while the bar is updating and should be visible. In testing, however, I am not seeing the bar at all. Seems like the set to hidden is working for me (play starts with that branch), then setting to visible is not working somehow. Any help would be much appreciated!
If you make the bar to always be shown, does it work? Maybe it’s hidden by another widget perhaps? Also a tip, you could join the 2 events, like so:
Yeah if I change both branches to set visibility to visible, the cast bar displays properly. It also displays properly if I remove the branch logic, so I don’t think it’s being hidden elsewhere. It seems like the way that I’m making it visible is not recovering it from it’s hidden state somehow. That’s cool about joining the two events, thanks for the tip.
Well this is weird. Do you happen to move the bar around the screen using drag n drop?
Nope, I added this progress bar to the center of the screen using the viewport tools for this widget blueprint, which has a bunch of other stuff already in it (health bars, ability slots, etc), so it shouldn’t be accesed from anywhere else in the project. I’ll try just recreating the logic with an empty project and see if it works there later when I get home. There must be something weird going on I’m missing. Thanks for the help!
No problem. Good luck !
After several more attempts finally got it working by going to the visibility of the progress bar itself (under the behavior section), creating a new binding to this visibility, and read in the boolean from the other blueprint to that binding and returned either visible or hidden. Huzzah!