by Tiny Demon @ May 29, 2018
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Unreal Engine Version: 4.18
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This blueprint is how I handle making hitmarkers for my first person shooter The Great Emu War 2032.
These nodes are a small snippet of everything going on in my HUD Class but to me this is honestly the most interesting part of it.
What happens here is that when the player deals damage to a character, they tell the player controller to tell the HUD to create a Hit Marker and whether or not they critically hit (headshots) or if they just hit them normally.
You can see the logic here in the event "ClientSetHitMarkerOP", but if it was a critical hit, we set the the color to be orange, and the opacity to 1 and if it wasn't a critical hit, we do the same but white instead of orange.
So after that's done, we don't want to remove the widget and create an new one because that would just become far to expensive after a short period of time based off of how often this event is called. So well just subtract the opacity in Tick so it will have a nice fading out effect.