Character Integration Communication
Character Integration and Communication
Section titled “Character Integration and Communication”HUD Interface System
Section titled “HUD Interface System”Creating clean communication between UI widgets and game systems using interfaces and object references.
HUD Interface Setup
Section titled “HUD Interface Setup”Interface Creation: Interface_HUD_Coursera
Widget Getter Functions (Widget category):
Get_Widget_Player_Health_Bar
→ Object outputGet_Widget_Player_Mana_Bar
→ Object outputGet_Widget_Player_Stamina_Bar
→ Object output
HUD Implementation
Section titled “HUD Implementation”Root Widget Management:
Create Widget
node → promote return value toWidget_Root
variable- Add interface to Class Settings
- Implement interface functions to navigate widget hierarchy:
Get Widget Root → Get Resources Widget → Get Progress Bar Template (Health/Mana/Stamina)
This creates a clean chain from HUD → Root → Resources → Individual progress bars without hard references.
Character Statistics System
Section titled “Character Statistics System”Master Character Setup
Section titled “Master Character Setup”Statistics Variables (Float, Statistics category):
- Health:
Health_Current
,Health_Minimum
,Health_Maximum
- Mana:
Mana_Current
,Mana_Minimum
,Mana_Maximum
- Stamina:
Stamina_Current
,Stamina_Minimum
,Stamina_Maximum
Variable Organization: Use categories to organize blueprint variables:
- Statistics: Health, mana, stamina values
- Input: Control-related variables
- Mobility: Movement abilities
- Animation: Stance variables
- Appearance: Mesh-related variables
Clean Code Practice: Game development blueprint variables become extremely messy quickly - always take time to organize work with proper categories.
Character Interface System
Section titled “Character Interface System”Interface Creation: Interface_Character_Coursera_Master
Math Enumeration: Enumeration_Math
- Add
- Subtract
Statistic Modification Functions (Statistics category):
Interface_Health_Modify
(Value: Float, Math: Enumeration)Interface_Mana_Modify
(Value: Float, Math: Enumeration)Interface_Stamina_Modify
(Value: Float, Math: Enumeration)
Implementation Logic
Section titled “Implementation Logic”Master Character Implementation:
For each statistic interface:
- Switch Node based on Math enumeration
- Add Branch: Current + Value → Clamp (Min/Max) → Set Current
- Subtract Branch: Current - Absolute(Value) → Clamp (Min/Max) → Set Current
- Call Override Function: F_Health_Modify, F_Mana_Modify, F_Stamina_Modify
Override Functions:
- Created as empty functions in Master Character
- Child classes override these for specific behavior
- Allows different UI update patterns for Player vs AI characters
Player Character UI Communication
Section titled “Player Character UI Communication”Widget Reference System
Section titled “Widget Reference System”FWidget_Setup Function: Create object references to UI widgets through HUD interface:
Get Player Controller → Get HUD → Get Widget Player Health Bar → Store as Widget_Player_Health_Bar (Object)
Progress Bar Interface Communication: For each widget reference:
- Set Min/Max: Use
Interface_ProgressBar_Set_MinMax
with character statistics - Set Current: Use
Interface_ProgressBar_Update_Current
with current values - Update Character Variables: Set current values to maximum (full health on start)
Override Function Implementation
Section titled “Override Function Implementation”Player Character Overrides:
- Override
F_Health_Modify
,F_Mana_Modify
,F_Stamina_Modify
- Each function uses stored widget reference +
Interface_ProgressBar_Update_Current
- Updates UI immediately when statistics change
Event Begin Play Integration:
- Add
Call to Parent Function
for master character initialization - Call
FWidget_Setup
to establish UI connections - Use delay (0.2 seconds) if needed for widget initialization timing
Default Values Configuration
Section titled “Default Values Configuration”Class Defaults Setup:
- Health Max: 1000
- Mana Max: 100
- Stamina Max: 100
- Leave minimums at 0
Testing Verification:
- Resource bars show proper values (not 50% default)
- Switch progress bar display to “Numbers” to verify communication
- Values update in real-time when statistics change
This architecture creates a clean separation between game data (stored in characters) and UI display (widgets), with interfaces providing controlled communication channels that prevent circular dependencies and maintain performance.