About the major hiatus from writing this blog, I was REALLY, REALLY busy with a major task from my part-time job. HTML and JavaScript web development is no simple matter for self-taught novices in the field.
In my experience, what makes platforming games challenging is the instant death floor of varying appearances. The fastest route to program a lethal obstacle is by attaching an Event Hit node to a Apply Damage node. The value of 999 should suffice.
Side note: for any of you who want to quickly make a Blueprint for a Static Mesh Actor, click on the Blueprint button at the Details tab.Â
Watch your step!
Back to the topic of health bars, it seems every duplicate enemy Blueprint shared the same health bar value upon taking damage. The source of this undesirable originates from the health bar Widget itself: it has a unique Health value exclusive from the actor's variable of the same name, displaying a 'false value' shared amongst the same Blueprint.
Writing a new section of nodes in the Event Graph allows each enemy to possess non-sharing health bars accurately displaying their own Health variable values, right after I copy the Widget's math node cluster into the enemy Event Graph. Remember that Cast nodes can fetch other Blueprints and their contents, me.
An accurate health bar for everyone!
Now you might have noticed how awful my aim is in the previous GIF and I doubt anyone can shoot accurate-er with the cursor-independent aiming. "That shall be my next endeavor." I thought with a desperate need to increase my self-worth.
In the simplest terms, enabling controller rotation yaw in a 3rd-person character Blueprint forces the player (model front, camera, etc.) to follow wherever the mouse, clicked or not, is pointing at. Disabling it separates the connection between player direction and unclicked mouse direction.
When you shoot, your player will immediately turn to the direction of your camera for one frame's duration. This should do for providing the player an accurate shooting sight for now.