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Widget Progress Bar Capture Point

Hi all -- I'm looking to create a blueprint that will display a widget/progress bar for capture point gameplay. I have not had much luck finding a tutorial specific to this. I've only been able to find tutorials related to health and/or stamina bars for the player. Could any of you point me to a more appropriate tutorial for this use case? Thank you!!

Product Version: UE 4.9
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asked Sep 04 '15 at 10:24 PM in Blueprint Scripting

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avatar image Nsomnia Sep 04 '15 at 11:37 PM

Can you describe capture point more specifically? Like capturing areas? Progresss bars work on a 0-1 for 0-100% so you can use math to do almost anything with them.

avatar image AaronFBI Sep 05 '15 at 12:58 AM

I see the print output and it does appear to increment. However, the progress bar remains unfilled.

This is a basic capture point setup. The player is inside of the trigger, while inside, fill the bar...eventually..."X" happens. The starting point is to walk into the trigger and watch the bar update, but this is not working.

avatar image BlueInk Dec 12 '15 at 07:35 PM

Having the same problem. Let me know if you find something that works! Thanks!

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A picture of your setup would really help but heres what I would do

PlayerController or character class

Beginplay() -> Delay(1s) (To allow all widgets to be constructed) ->GetAllWidgetsOfClass(W_progressBar) -> Array.get(0) -> promote to variable 'progressBarWidget'

OnBeginOverlapWhatever() -> get W_ProgressBar -> Set bIsInTriggerbox = true OnEndOverlapWhatever() -> get W_ProgressBar -> Set bIsInTriggerbox = false

In widget W_progressBar

EventConstruct -> Cast to player -> promote to var (for future use)

EventTick() -> Branch(bIsInTriggerBox) -> True: float variable percent + 0.01 False: nothing (Better yet add a 2nd check if percent >= 1 then set bIsInTriggerBox = false

WidgetDesigner tab -> Bind progressBar percent filled to float variable percent

Best I can do without editor open but that will work I'm 100% sure.

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answered Sep 05 '15 at 01:11 AM

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