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.
That’s actually closer to what I’m looking for! I’ll check out the rest of the playlist and see what I can find there, too. Thanks again for your help and for your patience too.
After going over the tutorials - and pushing myself to keep going - I have most of the RPG battle mechanics finished. But I will need someone to look over what I have to make sure there’s nothing wrong. Also, I’m not quite sure how to get the game to initialize a battle if the BP_BattleScene is an actor.