HUD - Player Functions

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Transcript

All right, welcome back everyone. In this video Our goal is to create the functions capable of modifying our characters help and manage amounts. So in the last video, we created some variables to contain some health and mana data. In this one, we're going to create the functions that are going to modify that. And this is going to take place inside of our BP player. So if you don't already have it open, here is the pathway how to find your BP player double click on her to open her up.

And within here, we're going to work over in the functions tab of the my blueprints tab. So come over here to the right where it says functions. Click this plus function button. And we're going to name this function update health and with this function entry terminal node here selected we're going to add an input To this, so click this plus button, we're going to call this in coming damage. And we're gonna make this a float variable. Okay, and next we're going to bring in our player attributes here, they were collapsed just a moment ago, I'm gonna bring in my health current, left click and drag, we're going to get that and offer health current, we're going to drag out a wire, and we are going to tap the minus key, we're looking for a float minus float node.

And we're going to take our incoming damage, and we are going to subtract that from our current health. So if you remember, right, our current health is 100. So we're going to subtract whatever our incoming damage is from that. Now we want to clamp this value so that the remaining math that we're going to do here remains within a range of zero to 100. So Drag off of here, the result of that math, we're going to do a Clamp float node and we're going to make sure that this value this return value here always stays within a minimum of zero and a maximum of 100. And then the return value here, we're going to set as our health current.

So we can drag and drop this on top of the return value to bring in an asset right away. There it is. And let's make sure that we hook this in right there. Okay, off of this return value, we are going to drag off and divide we're looking for float divided by float, and we want to divide this number by our health max. So here to we can simply drag and drop this variable on to the input like so. And then the result of this math.

We are going to set as our health percentage We can drag and drop it on like that. So let's just run through a quick test scenario here, let's assume our health current is 100, like it is. And let's say we've got some incoming damage, which would be, say 50. So 100 minus 50, would be between our clamped range right here, so would be 50. We don't have to worry about clamping, and that would be set as our updated value 5050 divided by our health Max, which is 100, would then equate 2.5 or 50%. Now this return is going to be important here, this health percentage because this is what's going to be bound to our health meter right over here, if you remember right, with in my web HUD, down in the Details panel, our health progress bar is going to be bound to this percent value right here.

So Next video that will be upcoming. Okay, if you don't already see a return node out here, all we need to do here to finish this function off is to drag off of here, type in return and we need to add this return node and that is all finished up. Okay, let's Compile and Save this. And next let's add a another function function plus function. This one's going to be called update. manna.

This one's going to look a lot like the one we just created. Although we are not going to create an input on this one. Later on, we will but not now. I am going to bring in our manic current. We can drag and drop this into our graph. We're going to get that we're going to subtract this by float minus float.

We're just gonna keep this to a hard coded value of two This is just going to be temporary for now. So I'm going to right click on that node and leave a node comment for temporary. And here too We are going to clamp this value so clamp float and we want to make sure that this is going to stay within a range of zero to 50 and the return value of this we are going to set as our Manoj current again you can just drag and drop this on the return value to bring in a setter like so. And then off of this we want to drag off a wire and divide the float divided by float in the number we want to divide by is our man up max go ahead and drag and drop that on here. And the return value of this we are going to set as our manna percentage so dragon Drop that on this output pin.

And immediately you will bring in the percentage center, like so. gonna drag off here and type in return to add a return node and there is our function for updating the manna. So if you want to pause the video here to make sure you've got this all like so now would be a good time to do so. And I'm just going to jump over to update health so you can get a gander at what that one looks like in case you need to pause the video here. Okay, and so with that, I'm gonna build out some test scripts here just to make sure that this is going to work appropriately for our next video. So doing a little prep work here.

I'm gonna jump on over now to our Event Graph and it's currently empty. And we're just going to create a couple of test scripts and we need some events. So I'm going to right click here and some empty space and I'm going to look for an event. Let's do h for the H key for health. And so we're going to make it so that when we press this H key, we're going to update our health so we can drag in this function like so. And here is our incoming damage input that we included in our update health function.

So this incoming damage right there. So when you think about creating these function nodes, what you ultimately result in, here's my Event Graph right here, which ultimately kind of result in is think of this being your finalized node. What I have in the dotted line ends up being our update health function node, so it's got an incoming damage input wire, and then it's got an execute in in execute out wire and all the math is done inside of the function. The one difference here is asking for a target and right here it says self which is going to work for our purposes here. Now I'm going to hard code in incoming damage value here of say, Let's go, I don't know 10 Sure. And next what I'm going to do is right click, and I'm going to look for events.

M for event mana. Event m right there, M for mana, and here we're gonna drag in or update Manoj function and hook it in like so. I'm gonna put it in the comment box by left clicking dragging type in the C key. And I'm just just going to call this test scripts. Now I'm gonna Compile and Save this. We don't have anything to show off just yet we've done the groundwork by creating these player functions.

We need to hook up some bindings within our w BP HUD and next to see this in full effect so we can affect Our meters and our numerical health and mana values as well. So guys, we will see you in the next Val in the next video where we will make that happen. See you there

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