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ammo and skills

hello everyone i have an ammo system setup for my skills and spells and i have it added as shown in the picture below. Now i know if i go my current route with the addition of more skills after awhile this is going to get very messy is there a cleaner way i can add them so as not to clog up all that space? alt text

and this is the function for the addition of ammo in my hudalt text

Product Version: UE 4.21
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ammo-fix.png (602.2 kB)
ammo-fix1.png (558.2 kB)
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asked Apr 24 '19 at 01:26 AM in Blueprint Scripting

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Radzyne
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1 answer: sort voted first

Its probably going to take up a fair bit of space if you keep your initialisation values for each skill in blueprint.

Some ideas to make it smaller are:

  1. Use a sequence node then each skill is another pin out of the sequence (creates a lot of vertical space instead of horizontal).

  2. Put the initialisation script into a function so it can be moved out of the event graph at least.

  3. You can also use the right-click "collapse nodes" functionality to condense the nodes into one.

These are all sort-of bandaids though, a different solution is to move these initialisation values for each skill into a data table and then iterate that data table in blueprint to setup each skill appropriately. This may require some refactor of your code though. Note, if you do make a data table they don't have to have their columns defined in C++ as the docs imply, instead you can do it all in editor by making a custom struct too.

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answered Apr 24 '19 at 10:26 AM

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mr137
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