- Lighting in UEFN can be really different based on the platform. Console seem to have issues compare to PC
- Stat Management Devices just got added in 33.00, should take a look
- Use props to make in-world UI might be a better idea than trying to use widget
- I don’t understand the limit of making some device not available for certain projects
- State Creator Device is bottom based, as the Tracker device is top-left based
- It moves elements to the lower part of screen, but if you have elements in different Y height, the higher one can move up
- Still, since the anchor is bottom-left based, it will “broke” as soon as someone changed their HUD scale
- You can’t have 2 of those and wanting them to track the different stats together
- Doesn’t seem it can go away, not like HUD device that you can hide it. The best way to “hide” it is making elements invisible in the widget
- When setting stat for players, set level, then value
- The best part of this device is that you don’t need to do the logic of “rank up”/”level up” to reset the value. You can just give them the value and it handle those for you
- What does “Show Widget in List” mean?
- It allows the widget to be full screen overlay
- Also allows multiple stat HUD to be shown on screen
- When “Show Widget in List” is true, the stats with the name scope will be displayed based on HUD priority; when “Show Widget in List” is false, it will be shown to player regarding the HUD priority
- Sounds like a bug…the tooltip didn’t mention this effect, but we can use it
- Switch device, GetCurrentState doesn’t return a bool but void. When the result is ON, it successes, fail if OFF
- This is how to use GetCurrentState function to check the state
- if(SwitchDevice.GetCurrentState[Agent]):
- if(not SwitchDevice.GetCurrentState[Agent]):
- Code below will not work
- if(SwitchDevice.GetCurrentState[Agent] = true):
- This is how to use GetCurrentState function to check the state
- Is HUD priority different from Z-order?
- get player from agent, get fort_character from player, get agent from fort_character
- Tracker device track default stats, such as elimination, but it won’t track custom stats you create from stat creator device
- Stat Counter can track your custom stat, can also track default stat
- Broadcast Events on stat change, how to capture those events in verse?
- the counter do comparison to a const value set to the counter device
- This device can server as a way to manipulate stat values with overwrite settings
- Cinematic device won’t play if the target player is too far away from the cinematic
- Can’t use <decides> and return logic, is it because they are somewhat redundant?
- Always use return for your function, just a good practice
- Some function you can set your return value by just put the value as the last line, but it will cause issues when the return type is logic
- For verse logic that will happen when player join during game, always assume agent/fort_character can be invalid and use a loop to wait dynamically til those 2 are valid
- When you need player name:
- MessageName<localizes> (Agent:agent):message= “player name is {Agent}”
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