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Progress Bar binding for Quicktime Event

Hi all! I'm trying my best to learn how to use the blueprint system with all my efforts and then i'm testing my fantasy and my limits to learn something new. I'm working on a quicktime event system, for now I implemented correctly the first (basic) qte mixing the sequencer use and the level blueprint, where pops up on the screen "press X" fyi and if you press X then it's completed...but now I'd like to do something else and I don't know how to do it properly. I'd like to implement another versione of the qte, the one where you have to press a fixated number of times the key to fillup a bar and only there the qte is completed. The problem I'm having is that I don't know how to create the binding for the progressbar contained in the widget. I'd like to fillup (or deplete) to give a visual feedback about the qte progression, but it seems that the problem is that I've put everything in the level bluepring and can't cast to it to get some variables...so how can I proceed to put up this logic?

Product Version: UE 4.18
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asked Dec 04 '17 at 05:18 PM in Blueprint Scripting

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Lacrima
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Hi Lacrima,

This should help with getting your level blueprint . . . I rarely use the level blueprint, but i hope that answers the first part of your question. link text

And this should help with setting up a progress bar . . .link text

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answered Dec 05 '17 at 09:12 AM

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User609571414
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avatar image Lacrima Dec 06 '17 at 11:26 AM

Since your reply I tried to study how blueprint communication works and the functionality of event dispatcher, starting from the links you provided and watching the live training from Unreal Engine channel named "Blueprint Communication"...and so ok, probably the event dispatcher is a pretty good way to do the thing i want but i still can't figure it out how to make it work :\ Maybe could be better move all the things i put up in level blueprint into i don't know, maybe game state? It's a bunch of level sequences with some event tracks...

avatar image User609571414 Dec 06 '17 at 12:02 PM

Sure,

Another good livestream to watch is Blueprint Game Framework, explains the basic purpose of the different classes. link text I don't have any experience with sequencer, so i can't really say where that functionality would go. But generally the Game Mode is for the"game rules", Game State is for things like the leaderboard, team scores etc. You could put it wherever it can function really, but if it was me . . . i'd make it into its own actor class, "sequence manager" or something . . . and just add an instance of it to the map. Although keep in mind thats without knowing the specifics of your project. Good luck with it, just let me know if this didn't helpalt text.

If you feel that your question was answered, please mark the question as resolved to assist other developers. Thanks.

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avatar image Lacrima Dec 06 '17 at 02:21 PM

I'll mark it as correct because, even though it wasn't strictly correct, it was useful to me to find a path to work on and hopefully it will be useful too for someone else. Thank you for your help, I appreciated that :]

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