Floating Damage
Author: Jymeer Wilkins
Problem:
While working with the floating damage I had a problem with its transformation. I made a widget for the damage number and gave it an animation. In the animation the number's render opacity would go from zero to one back to zero, all while rising and growing. I then made an actor blueprint and gave it a static mesh. Under the static mesh, I added a widget component to hold the damage number widget. I also gave the static mesh a random mesh.

The problem I ran into was with the transformation of the widget. Whenever damage was taken on an object, I would check and see if the object had an enemy tag. If it did, then I spawned the floating damage actor on the location of the object taking damage. I thought this would work, but when I'd hit an enemy, the damage would spawn at the bottom of the screen and rise to the top, not even spawning close to the enemy.
Solution:
For a while I was confused on why this wasn't working. I check everything over and over again and I just couldn't see what was wrong. The solution was honestly pretty simple. The damage would barley follow the static mesh and it wouldn't even spawn on the enemy. That was because of my animation. In my animation, I had the text panel starting from the bottom and rising up and disappearing. Because of this, the damage wouldn't properly spawn on the enemy. So, to fix this, all I did was take out the part where I move the damage text.
This is the floating damage working properly.


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