Health System not working with UMG
So I have a question... Is it because the float isn't right? Or how the event in the FirstPersonGameMode is?
asked Feb 10 '16 at 02:49 AM in Blueprint Scripting
First, I don't get that 'CallDamageEvent' node. Is that some built in thingy? Anyway, I still do not see that you check if your health is not 0 (not in the Death event, thats not the right place for it). I think you should think about it in logical steps.
Basically you want to deal some damage to the Player, check if he still has health after the damage, if not, call Death Event. In there, you setup the respawn system (what you've already done as it seems).
It looks like that you pretty much have your system already setup, you just need to finish the puzzle and connect them in the right order.
answered Feb 11 '16 at 03:34 AM
I think you should do something like this:
-Set up a system that deals damage to the player (a volume would be perfect for testing purposes) -When you deal damage to the player (eg. -10HP) after you subtracted the damage from the Current Health variable, you want to check if it is greater than 0. You can use a branch node here, if it is greater than 0 you do nothing, if not, you call the 'Death Event'. (The setup of your respawning system seems fine at first look).
Are you familiar with Casting or Blueprint Interfaces? Most likely you will need to use one of these metholds in order to communicate between your Blueprints.
answered Feb 11 '16 at 02:40 AM
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