HUD - Player Attributes

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Transcript

Welcome back everyone in this video we will be adding some health variables who our player character so that we can ultimately reference them in the HUD. So we're going to be laying down a lot of groundwork here. I am currently looking at our w BP HUD asset. And if you remember, right, we've got things like this health meter here, this pink bar, and over in the Details panel, we've got this percent value that goes from zero to one, zero being zero percent 1.0, meaning 100%. And as this scales up and down, you can see our meter either increasing or decreasing. Now you will notice something about these numbers.

These are what are called float values. They are decimal point values. Now I'm going to actually set some of our variables on our player as float variables, even though you may say like, Well, why don't we just have an Nice round number, like say 100 health. Why didn't Why is it not an integer variable? Well, I'm going to set them as float variables first so that we can do the math on them to convert them to a percentage here, so that it will play nicely with our HUD meter here. So let's jump on over to our BP player where we can create some of these variables.

Jumping back to my main editor, I'm going to come under my Metroidvania Blueprints folder, characters folder, there is my BP player, double click on her to open her up. And over here in the left hand side is where we are going to create some of our health and manner variable. So right here, click this plus variable button to add a variable. I'm gonna call this first one health max. And the type that I want this one to be is again, not a full not an integer variable, which is a whole number but a float variable which is a decimal point number. Um, it's asking me Right now to compile to set a default value, but I'm not going to do that just yet.

I'm going to create all of these variables first and then set their defaults. So with our health max created, I'm going to select it, I'm going to right click on it, I'm going to duplicate it. And this one, I'm just going to be called just gonna call this one health current. Now with that already highlighted, just like it is now I could hit Ctrl w on it. Now give that a whirl to create a duplicate of it straight away. As you can see, when you right click on any of these, the hotkey for duplication is Ctrl W. I'm going to select this new one that I just created.

I am going to call this one health percentage. And now I've got health max health current health percentage, I'm going to create the manner equivalent of all these so I'm going to sleep Like health max right there is highlighted yellow I'm gonna do Ctrl W and I'm going to call this Amana max. Then I'm going to select health current, it's highlighted yellow Ctrl plus w This is going to be called man occurence. Then lastly, I'm going to select health percentage is highlighted yellow Ctrl w on that and this is going to be called Amana percentage. Like could have duplicated any of them. I really wanted to, I didn't really use that shortcut too well when I was renaming them but I could have.

Okay, so um, I am going to compile here so we can set some default values. I'm going to start off with my health max. So I want our health max to be 100 to start with, and I'm going to create a category for these various Right now it's in this default category, but you can name your own categories and all you need to do is select in here, left click and drag to kind of highlight all that text. And I'm going to create a category called player attributes. Hit enter. And now you can see over in my variable section, it has created a category called player attributes and move this one on in there.

So holding strong with my health variables first here, I'm going to select health current. Next, I'm going to set this also to be 100. And I'm going to set the category here by clicking this drop down to player attributes. gonna select health percentage next. This one I'm going to set to be a value of 1.0, meaning 100% full health category here is going to be player attributes and I'm going to do the same thing. With our Manoj max going to set the category to player attributes although the default for this I'm going to set this to be 50 just to be a little different man a current selecting that one Next, we're going to put that in category player attributes and I'm going to set our meta current to be 50.

So full and then man a percentage, much the same gonna set this as our category of player attributes and 1.0 so we gotta be sure to Compile and Save this guy's that is going to be all for this one. We just want to get some groundwork in place, because upcoming next we're going to be creating some player functions that are going to utilize some of these variables. We will see you there

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