Right now, this is all there is under the EndTurn function, which is on the player character BP.
Though I just tested and the widget seems to appear and disappear only when called. But I could have sworn that widget would stack on top of itself. It might be because there’s only one enemy and one player character and I once had two enemies. I’m just not sure how to make this work for multiple characters in the same battle sequence.
RemoveFromParent last, while this likely works because garbage collection isnt instant, if you think about it logically you’re destroying the widget before calling the attack function.
PlayerTurn false makes sense to be inside the EndTurn function.
this shouldnt happen if its created in BeginTurn and only one unit is ever active
It works with just one player character and one enemy character, so far. I’m just not sure how to get the program to work properly with multiple characters. The demo will have one party member and battles will have up to five enemies.
it shouldnt be an issue, you dont even need the widget for enemies. if youre using a parent class for players/enemies just override the player BeginTurn to add the widget.
Right. I want it to only appear when it’s a party member’s turn. So I should just move the Remove from Parent and Set PlayerTurn nodes as you specified?
I’m not really sure how to explain it any better, so I can either send you screenshots of each relevant BP and attributes like functions and variables on screenshots via PM.