Different Solution to Mortar Taking Damage

Hi everyone,

I just thought I’d like to share what I did to make the mortar take damage in this lecture. I just added a few things to the AutoMortar Blueprint.

I made StartingHealth and CurrentHealth intergers just like in the C++ for the tanks taking damage. On BeginPlay event I set CurrentHealth to StartingHealth (like in the C++) and then wired up the following Blueprint:

I hope this is useful to someone!

-Trevor

from where does the execution line into function binding come from
is it BeginPlay ?

Yes, it comes off the BeginPlay so TakeAnyDamage is bound from the start to execute that section of Blueprint. Looking at it now, I should collapse it for a function and add an explosion particle effect to make the Auto Mortar look dead. Maybe even change the material to something burnt looking.

-Trevor

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