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Display score with widget on blueprint level

Hi everyone!

I have a simple request (I think). I want to display my score on my screen using a widget. I know this question has been brought up multiple times but for all the tutorials I went trough, they where all communicating trough the ThirdPersonCharacter and they were using Castings and I just don't understand it.

I am not using any game pawns, it is a game where we press keys to answer questions and if it is true, a point is added. Pretty much everything is setup in my level blueprint. I binded my text score to a functionalt textalt textalt text

So far, I managed to display the widget on screen but it is stuck on 0 and won't increment. What can I do about it?

Thank you for your time!

Product Version: UE older version
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asked Jun 01 '17 at 03:54 PM in Blueprint Scripting

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avatar image Cirtdan Feb 04 '19 at 10:15 AM

How can i save HUD as variable?

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So you have created an event and bound it to an event dispatcher. Now you need to call that event dispatcher. For that you should save the widget you created in the last screenshot as a variable, and call an event dispatcher on it.

In your level blueprint save the HUD as a variable after creating it

alt text Then call the dispatcher on it (from another custom event that you call when someone scores)

alt text And here's the result

alt text

savinghud.png (80.7 kB)
result.png (42.1 kB)
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answered Jun 04 '17 at 09:03 PM

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avatar image flynneastwood Jun 06 '17 at 07:59 PM

At last! Thank you! It worked! :D

avatar image Cirtdan Feb 04 '19 at 10:16 AM

How can i save HUD as variable?

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