Timer Widget - Bindings

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Transcript

Welcome back once again everyone in the last video we created a timer Widget Blueprint. In this video, our goal is to bind our progress bar within that timer widget to the allotted Active Time for each white magic skill, and then bind the text to the appropriate white magic name. Now, what am I talking about exactly? Well, I have my BP player open right up here along the top. Now inside of our BP player, we are obviously storing a lot of variables. And one of these variables that we have common amongst our various white magic skills is an active time percentage.

What we're going to do is we're going to feed this variable on over into our w magic timer to drive how full this meter should be. Now note, I know we haven't actually done anything with these rules. Variables yet outside of just creating them if I right clicked on this variable inside of our BP player and did find references, there are no results found that's because we have not yet created the functionality for our Miss and our Lens of Truth but know that over time we will that is upcoming after we create this timer. However, in this video we're going to be doing some work inside of our w BP w magic timer so in case you haven't already done so, come to this directory and double click on your W BP w magic timer to open it up. Okay, so make sure you've got your progress bar selected over here in the hierarchy your W magic timer.

Over in the Details panel, find your way on down to the progress section. And we left off in the last video I set our percentage here to be one. Make sure your Barfield type is left to right is well I know that dark blues kind Hard to see against the black. But don't worry about that. That'll get fixed up later. Right here, we want to create a binding, go to binding, create binding, and that'll jump us over to the Graph tab.

Let's rename this function right away. Going to select it hit f2. Let's call this get W, magic. Active Time per cent. That seems like a fine name. Create a little space between these two.

I'm going to right click right below it. We are going to get the player character. Out of that we're going to drag out and cast to our BP player hooking in our execution wire like so. And now out of our BP player, we can extract our various Active Time percent variables. So pulling out one time I'm going to look for a little lense active time we're going to get the lens Active Time percentage. I'm also going to drag out again and look for missed Active Time percentage, that's getter as well.

Dragging out again, shield, Active Time percentage. Now, I actually did not create one here for shield and you know what we don't really need to since we're not actually going to be creating the functionality for our shield or our time so so actually, let's go ahead and skip that even though I wasn't intending on doing so it's kind of an unnecessary step. But just note that if you eventually seek out to try to add a shield and a time slow ability that's going to function similarly to these two guys. You're gonna want to do that. Okay, one more thing I do want to pull out of our BP player though is woopsie. Our w a magic slotted get our w magic, slotted This is going to be Find out which magic do we currently have slotted in our HUD.

Remember our HUD has those two slots in the upper right one indicating what white magic skill we have slotted and available to us and one for unavailable, black magic skill to use. Okay, so let's drag out of our w magic slotted and bring in a select node. And what we want to do then is plug in our lens Active Time into the Lens of Truth, the mist Active Time into the mist. let's hook in our execution wire like this and the return value from here can be returned be set into the return value of the return node. If that's not a mouthful, so what is this essentially doing? We are saying that hey, what is our currently slotted white magic and then What we're going to do is read in whichever white magic we have slotted what is their active time percentage variable being set to, and that is going to drive how full that meter is.

Now if I jump back to my BP player here, our missed Active Time percentage currently has a default value of one. And if you look over in our w BP magic timer, jumping out of here and going over to the Designer tab, this meter shows as full. It's currently that that blue color right there, it shows as full when our percent here is a value of 1.0. Now eventually, over time, we're going to decrease this so that it goes down to zero. So just note that when this percent is zero, the meter is going to show as empty. So that is how we are going to drive this via a variable.

Okay, so we got that one out of the way, we need to create one more binding here. So let's select our Text widget right here. Over in the Details panel, let's scroll on up until we find where it says text block. And let's click right to the right of it to create a binding. That's going to jump us on over to our Graph tab. Let's select the function over here in the My Blueprint panel hit f2.

We'll call this get w magic name. Create a little space between the two of these. And these next steps will be familiar right click Get Player Character. Drag out from it and we will seek out our BP player will cast to our BP player. And the reason we are going to cast to our BP player, make sure that it is our BP player is because we want to extract some information from it. Namely our lens attributes.

Let's get our lens attributes. Let's also drag out and gets our missed attributes get missed attributes. Now we could drag off eventually and hook up things like shield attributes. And we did create shield attributes and time slot attributes for so just for the shingles, time slow attributes, we'll hook these up as well get title attributes. And lastly, we also need to drag out of our VP player and find out what is the white magic slotted currently by our player, let's get that out of our white magic, slotted let's drag out and bring in a select node. Okay, and we can plug in what we want to do is plug in the name contained within each of these structures.

So Going back to my BP player here just to hammer home this point, our BP player, here we've got, say Miss attributes, or miss attributes is a structure type variable that we created. And one of the things one of the pieces of data it contains is our name, right here, missed, that's what we're looking to get. So jumping back to our web p w magic timer, let's drag out of our lens attributes and just type break. This is going to break open our structure. And I'm just going to hit Ctrl C Ctrl C on this, and then Ctrl V once, twice, and three times to bring all of these guys in make sure that you plug these all in like so. And then out of each of these, you can plug in the appropriate name so our lens attributes, let's find out what the name is plug it into lens and you can see that it can converted all over to the proper text data type.

Mist shield, time slow. The return value of this can be plugged into here and hook in our execution wire like so. So this is basically a function that is going to find out what is the current white magic selection slotted in our HUD and then it is going to figure out which name to display above our meter depending on which white magic we are intending on using. alright with that all done let's go ahead and Compile and Save. We are not quite finished yet but that will do it all for this video. We will see you in the next one.

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