The shader script is in the video, it’s basic in a way but there’s a learning curve to everything.
very wavy when it comes to ue4 speak
This is so true and I’m guilty. I’ll try to leave links so you can read up on your own time as it would take pages to describe certain engine features and it has been done already (and so much better than anything I could write).
You’ll need to know about the UMG, and a bit about how materials and their dynamic instances work.
also could you elaborate on the float
parameter controlling the texture
coord
Dynamic Material Instance (DMI or MID for short) is an instance of a material that you can modify on the fly, during run-time - hence the dynamic. This is done via a parameter (think exposed variable) which controls Texture Coordinates - you can see the parameter at 3:56 and it was named Percentage. In this case it controls how much of orb is filled. You can see all of the exposed parameters of this material on the far right - they’re used to dynamically control the looks of the orb as this material has been bound to the UMG’s image.
Somewhere in your code, where you apply damage / drain mana and so on, you’d need to obtain the reference to the widget which stores the reference to the material and send the desired Percentage float value to the DMI. Ideally, you’d just have a single Custom Event in the widget that does all that and fires an animation, if required.