Show AI Health Above Head | Floating Widget | Improved - Unreal Engine 4 Tutorial

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Hey guys, in today's video, I'm going to be showing you how to display a widget above the AI's head. We will create a floating widget containing a progress bar linked with the AI's health.

This is an improvement on a previous video, including only seeing the widget when you are close enough, and each AI has their own health in their own widget.

#Ue4 #UnrealEngine4 #Ue4Tutorial
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00:00 - Intro
00:34 - Overview
01:30 - Tutorial
08:57 - Final Overview
09:19 - Outro
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Thank you :)
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♫Music By♫
●Kronicle - Chill Noons
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Watched your first AI health bar tutorial and glad you updated. This was great thanks!!

chrisfurlong
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Key Timestamps
2:15 Create AI Health HUD
2:51 Create Health Bar Binding
3:49 Add and Edit widget to AI Character
4:44 Add widget visibility sphere
5:26 Begin Play Cast and widget reference
6:22 Edit Widget Visibility
7:36 Communicate Health to Health HUD
8:15 Connect AI Health Variable to HUD Health Variable

MZONED
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Dude thank you very much, I looked around and found a LOT of videos with repeated information that was not useful in my case, they were all casting from the Widget To the actor which was not usefull as I wanted to create a widget that displayed a countdown timer, your method casting from the actor to the widget is the correct way and it works perfecly, thank you!

AlexMartinez-pfro
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thank you so much, it's working pretty well but for the widget visibility, i prefer using a "get distance to" than an overlap box, it's safer for games. any way thank you for your tutorial, it's simple and easy to understand

sofreshprod
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THANK OMG. I have been trying to get my same BP AI characters to have individual health bars forever! Thanks so much

theJellerShow
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I followed the tutorial step by step but the bar is not reducing, like the binding not responding. I double checked everything, the bp are okay, the numbers are okay, the references are okay...I even tested with prints that the output number on the enemy widget is correct ( between 0 and 1) and its all fine, but for some reason the progress bar is not moving at all, like just ignoring the binding. Idk whats happening please help.

andrewsoundtrack
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Thank you very much. Changed a bit to get it working with a HealthComponent but now it's working great!

yazzindev
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Amazing video, I only have one probem. When i have the sphere collision on for the widget to show when your close, im unable to deal any damage but as soon as i remove it, i can deal damage again... any and all suggestion??

Your-Average-Joe-
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if on 2d dont forget to disable collision on the "WIDGET" on the viewport of the enemy, this fixed everything for me

tazz
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Thank you 5:30 solved my problem. Was driving me crazy not managing to Cast to the Widget class.

doomgriever
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Thank you for all your videos, Matt. Awesome stuff.

conkerthesquirrel
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Hello @Matt, first of all, thank you for the great video.
I would really appreciate if you could give me an brief explanation on your solution here.
It seems to me that you chose to update your health widget every time your health is affected, correct? (8:40)
Is there any way to set up a Health Widget Component that would natively grab their owner's health variable?
thank you in advance, and once again, great job with your videos

garic
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Is it not too expensive to put a cast node right after every "begin" and "end" overlap event?

Noyssu
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Thanks for updating this tutorial. Very helpful.

stevenwynn
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This was a great tutorial to setup! Just one question: How do I get the widget to constantly face the player? 🤔

kazmack
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at 5:25, where does that SET come from?Nevermind, he promoted it from a variable as seen on 5:44

Noey
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Does changing a collision's scale do anything different than changing the radius? I've always used radius to adjust the size, so I'm curious.

dawnrigel
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Sick! Easy and quick! Thank you very much!

DylonDylonDylon
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Thank you very much dude! I subscribed!

EzXet
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Hey Matt! Any Ideas how to auto adjust the Z Axis from the Widget to stay always on top of the Actor on different Mesh Sizes? Thanks!

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