r/unrealengine 12d ago

Damage popup widget help. Solved

https://youtu.be/UwIJ5BQ54ek

-My video showing the example.
I have a widget popup when an enemy is hit displaying the damage. I want it to appear, than fade our the the right, relative to the camera.
With the way widgets are set up, I can have it follow the screen, which wont work. Or have it be relative to the player / enemy,Which also wont work. I think I need it to spawn, be relative to the camera, but not effected by it's location. If that makes any sense. I'll post screen shots below.

1 Upvotes

1

u/AutoModerator 12d ago

If you are looking for help, don‘t forget to check out the official Unreal Engine forums or Unreal Slackers for a community run discord server!

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

1

u/Hoboayoyo 12d ago

1

u/Haj_G 12d ago

If I understand correctly you want the widget to move with the camera? Then you would want the "end pos" to change when you move camera? Have you tried setting the end pos on the timeline so it changes dynamically? probably wont fix it lol :D

1

u/kinthaviel 12d ago

In your video you say that when you set it screen space it flies in different directions but it looks like it's working the way you want except the numbers are always flying to the left instead of the right. You didn't show your widget blueprint and it seems like you're doing the floating logic within the spawning actor that holds the widget component. You could be setting up the animation using keyframes within the widget itself unless there's a reason you're avoiding that as well?

1

u/Hoboayoyo 12d ago

You're right. I overthought it. The tutorial was different / more complicated than it needed to be. Have the text movement be tied to animation in the widget worked. Thanks