Dynamic UI - Winds of War

Disclaimer: “Winds of War” is in active development, showcased features are not finalized.


In Winds of War, when combat is triggered, a level is loaded & three UMG widgets are added to the viewport.

WBP_BaseHealth

Displays both army’s health. When a player’s or AI’s unit reaches the other side of the battlefield, their designated “power” is subtracted from their enemy’s health bar.

WBP_Unit

Displays assigned unit’s icon (currently using placeholder), their cooldown, current number of units, and a selection marker (player only).

The cooldown is designed around a progress bar. A 1-second animation was made for the progress bar which is called at the start of combat, going from 100 percent to 0. When called, the assigned unit’s cooldown time (float variable) is referenced and the animation is played. The speed at which the animation plays is calculated as follows: float 1 / float unit cooldown - this ensures that the animation’s playback speed corresponds to the unit’s cooldown.

 
 

WBP_Army

 
 

Composed of 5 WBP_Unit slots, currently the max amount of different units allowed to be assigned to one army. WBP_Army auto populates itself when initialized by grabbing the assigned army’s array length and collapses any unused slots.

Animeke

Creator of animeke.moe, an anime content hub.

https://animeke.moe
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Lane Data System for AI - Winds of War

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Interactive 3D Map - Winds of War