![]() Let's give this a compile and save and try this one more time. I am seeing the pink that I am expecting. So if I said my progress appearance back here to be all defaulted, I don't know where those setting weird settings came from, that we're blue now. I was like, Why am I seeing blue? That was why. So let's go ahead and change this to be let's come under our fill color and opacity right here. I know I said that ink pink before and that was my bad. And now we see a blue coloring instead of our desired pink coloring. So let's compile and save this and give this a play once again. And now again, our miss active time currently defaults to one. So that way we can change this inside of our level editor if we want to, you know, I'm going to change our W magic slotted to be let's go missed. I'm going to find our W Magic slotted right here. So we're going to cheat a little bit in jumping into our BP player. But if we don't have any white magic slotted, this is going to be zero. I know this variable set to one in our midst is said to one as well. And we're saying that if the W magic slot it is set to lense, it will be well. This function right here, this percent is bound to this function, gets W. And you can see just a black meter right now, and the reason we see a black meteor right now is because over in our WBB magic timer, remember we've got this progress bar is bound to. So let's go ahead, compile and save this. We're going to eventually have this ticked off, but I do want to see it just for the time being so that we can see if we actually see something when we're in the game. The draw size here will leave is 500 by 500 down below. We're going to find the widget timer that we just created. I should say the widget class right here. So screen space is going to have it facing the player like we want it to facing the user. So that way this meter is always going to be facing the screen instead of being positioned in the world which could be facing away from the way we want our user to see it. I mean, to set the space to be screen space. The location I'm going to set this to is a location of 100, and you can see that already moves its transform right up above our character down below where we've got this user interface section. Timer and with that selected over in the details panel, as you may have expected, I've got some details I want to set for this. So like that I'm going to rename this to be widget underscore w magic. The add component that we want to add is called widgets. ![]() We're going to add a brand new component and I'm actually going to jump over to my viewport tab as well just to get off of the event graph. This one is going to be pretty simple over in the left hand side where you've got your list of components. So if you don't already have open, come under your content, Metroid, Vania Blueprints, Characters, folder and double click on your BP player to open her up. We're going to be doing work inside of our BP player here. Our goal in this one is to add a widget component on to our BP player that we can show or hide to indicate to the user how long they're white magic skill will stay in effect.
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