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How to remove UMG Widgets using cast to?

Ok, so i have this little blueprint which determines the lose scenario of my game. MaxHealth is 3.0 and Current is 3.0 as well. What i want to happen is whenever you lose a life, first verify what is the CurrentHealth is. If CurrentHealth is 2.0, remove the "Heart1" widget which is just a button of a Heart. The same if the CurrentHealth is 1.0 or 0.0 which means you lose. The blueprint where i placed this condition is the "MyCharacter" blueprint. How can i remove the Hearts Widgets? What other approach can i use?

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I sincerely appreciate the help on this! :D

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asked Oct 01 '14 at 03:33 PM in Blueprint Scripting

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germ1389
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1 answer: sort voted first

If the hearts are in the viewport, remove from viewport, if the hearts are inside any other widget, remove from parent. I should probably make 'remove from parent' also work in the viewport scenario :)

Another option is to just always have the hearts visible and change their fill by swapping out the image for a different brush and show empty hearts zelda style.

Cheers, Nick

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answered Oct 01 '14 at 03:47 PM

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Nick Darnell ♦♦ STAFF
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avatar image arthursgqg Feb 08 '16 at 10:04 PM

Hello, I'm new at Unreal and I'm trying to do a health system with hearts just like zelda style. Nick, could you show me some image with what you said above please?

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