For the last couple of days I’ve been working on implementing a test UI as part of an abilities framework.
When you click an ability, it has a recharge time (cooldown) before you can use it again.
This is the visual scripting code for that:
I wanted to make sure that the information about the ability (so far just the cooldown) is not contained in the UI, but in the class of the ability itself. This will help with what I hope to add later, which is the option to choose from a selection of skills. Then you can change your skills to match the situation – platform too high? Swap to a Super Jump ability!
Here’s the UI in action, with the cooldown effect:
(If this doesn’t work, it is also on YouTube here. YouTube is also better quality!)
TODO: Make the skills actually do something! All they do so far is print a debug message…
One thought on “Abilities and cooldowns with Unreal Engine and UMG”
Wow! Great job! I was looking for a tutorial of this but i ‘ll do my best