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Paradox-01 (talk | contribs) m (correcting Widgets section level, giving images better description)  | 
				Paradox-01 (talk | contribs)   (+ 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====  | ||
'''  | =====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   | 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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