
I am pleased with how the information panel on the right of the UI works. I am trying hard to step back from things being too specific and I am trying to make things as abstract and flexible as I can. Sometimes it works and sometimes it doesn’t but this time it was a success! So the logic above it always looking actors with the interface ‘IsContextSensitiveUIElement’ and then should it find one it throws the message ‘ShowUI’ I wont give a detailed explanation of all the little things that stop it breaking, just the overview. Questions? Tough. I mean, ask.
The part I want to talk about though is that UI Info panel that appears to tell the player the options about how to interact with the thing that he is looking at.

I like this as there is no casting and should the player character change for any reason it would still work. Also by passing in an array of UI elements, its easy to change what is displayed from different actors that implement the interface. I know that there is no multiplayer option to be built so I know that the player is going to be player zero so I think that accessing them in this way is fine considering the project. On the Controller side…



Commit
- Updated the look of the ‘collect ammo’ and the ‘out of ammo’ UI widgets.
- Updated the ‘out of ammo’ to say ’empty’ instead
- Found out that I cannot use an emissive in the UI without sorting some other things out. This is to do with the order that Unreal draws and applies post processing.
- Added and UI info panel to the main HUD.
- Making sure that the UI info panel is spawning its widgets and organising them so that I am free to add what I need in the future.
- The info panel is now to the right of the cross hair although I would like to have it in the bottom right corner, I didn’t work out how to have the vertical boxed position change to accommodate its children.
- Can pass an array of UI elements to the info panel now and they are removed when the player looks away from the weapon.
- Added ammo pool and ammo clip UI widgets to the base weapon class
- Created widget assets for those components
- Now have ammo in clip displayed on all weapons in the calculator font. Looks cool!
- Ammo status UI to change from ‘collect ammo’ to ’empty’ when the ammo is collected by the player is still looking at the weapon. Competed
- Make sure that only the players currently equipped weapon shows the UI for ammo. Complete
- Made the UI on the assault rifle a bit smaller.
- Added the ammo pool from the weapon component to the ammo in the clip counter so that it can be shown on the weapon too. Looks really good.














