x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

AnswerHub Maintenance

Background maintenance is scheduled to occur between 9 - 11am EDT on Tuesday, May 21. Site operation may be slower than normal during this time and a brief interruption in operation may be observed

Widget HUD breaks on player death

Okay so the HUD, and the timer and Stamina gauge all work properly, at least until the player dies and respawns. The Stamina still works but the gauge remains empty, and it's like the timer numbers look like they're stacking on top of each other. I'm reasonably sure I'm only creating the Widget a single time. I'll link before and after example pictures of the HUD, and a picture of the code that spawns the player and creates the HUD. If there's any more info you need to help let me know and I'll post pictures of it.

alt text

alt text

alt text

Product Version: UE 4.10
Tags:
more ▼

asked Jan 13 '16 at 10:58 PM in Blueprint Scripting

avatar image

nintendogeek01
12 4 4 7

avatar image nintendogeek01 Jan 13 '16 at 11:12 PM

UPDATE: Okay so I fixed part of the problem by moving the widget creation to the Game Mode blueprint (don't know why I didn't think of that earlier), so that the timer numbers don't look like they're stacking, but the stamina gauge still doesn't refill when the player respawns.

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Hi, Your HUDs are stacking on respawn, also, HUDs getting values from the Current Character Blueprint are bound to that Blueprint while in game. If the character dies, the HUD will keep tracking the dead character and not the new one. Basically, you need to tell your HUD that the Blueprint has changed.

Below is my respawn for a vehicle, spawning at the last checkpoint it crossed. My "EventDestroyed" is in my Vehicle Blueprint and Points to the Respawn Function which is in MyPlayerController.

Once my Respawn Event is activated, the first thing I do is kill the HUD (Remove from Parent). I then Spawn My new Vehicle Blueprint, Possess it. After it is clear that my new Blueprint is loaded up and I "Possess" it, I then recreated my HUD. Unfortunately, I have a few layers on my HUD so I had to set certain settings on the HUD as I recreated it.

Respawn

more ▼

answered Jun 05 '16 at 02:01 AM

avatar image

madmax12ca
26 3 4 7

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question