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Restless Souls/Wishlist: Difference between revisions

+ mouse cursor
m (correcting Widgets section level, giving images better description)
(+ mouse cursor)
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====Powerups====
====Powerups====
Tested in 4.18
If powerups don't spam the area they should fall to the ground after use. They should be throwable and kickable to attract the attention of foes.
If powerups don't spam the area they should fall to the ground after use. They should be throwable and kickable to attract the attention of foes.


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====HUD====
====HUD====
'''Health bar interaction'''
=====Mouse cursor=====
Tested in v4.18
 
You need three things for a custom mouse cursor:
# a texture, likewise with transparency, ergo in PNG format
# a widget blueprint with and image element where you plug in that texture
# a change in the project settings
 
In the project settings go to Engine > User Interface > Software Cursors.
 
Add a new software cursor with "Default" option and pick your newly create cursor widget as map element.
 
The cursor might act strange in the editor's play mode. This should go away as soon as you test it via Lunch.
 
'''Finetune the widget image by moving it in the upper left corner.''' If its size is 32x32 then use the half (16) for the X and Y positioning.
 
Note of warning: DPI scaling doesn't seem to affect the mouse cursor at all.
 
 
=====Health bar=====
Tested in 4.18


Observation from Oni 1 vanilla health bar. If base health is 200 points...
Observation from Oni 1 vanilla health bar. If base health is 200 points...
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'''Health calculation'''
'''Health calculation'''


An applied hypo gives you points equal to your full normal health health. At this time these points a termed "potential" because they aren't multiplied yet with hypo factors.
An applied hypo gives you points equal to your full normal health health. At this point of time these points should be considered a "potential" because they aren't multiplied yet with hypo factors and can increase or decrease by additional healing and damage events.


As long as you regenerate normal health you regenerate from your potential multiplied by 0.25 (Oni 1 default).
As long as you regenerate normal health you regenerate from your potential multiplied by 0.25 (Oni 1 default).
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=====Texture=====
======Texture======
Basically the mask (shape) of the health display meter.
Basically the mask (shape) of the health display meter.


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[...]
[...]


=====Material=====
======Material======
Create Material Blueprint, Set output node to Material Domain: User interface (!), create a constant 4 Vector, right-click to turn it into a Parameter and name it Color, connect to output node
Create Material Blueprint, Set output node to Material Domain: User interface (!), create a constant 4 Vector, right-click to turn it into a Parameter and name it Color, connect to output node


=====Widget=====
======Widget======
* Right-click in assets folder to create a new widget (User Interface > Widget Blueprint).
* Right-click in assets folder to create a new widget (User Interface > Widget Blueprint).
* Place an image into your Designer. This is going to be the health display meter.
* Place an image into your Designer. This is going to be the health display meter.
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