Play animation when Updating Health
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								Content/UI/EnemyHealthbar/EnemyHealthbar.uasset
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							| @ -13,7 +13,8 @@ void UEnemyHealthbarUserWidget::BindOwner(AEnemyCharacter* NewOwner) | |||||||
| 	{ | 	{ | ||||||
| 		auto healthComponent = Owner->GetHealthComponent();  | 		auto healthComponent = Owner->GetHealthComponent();  | ||||||
| 		healthComponent->OnDamaged.BindUFunction(this, "UpdateHealthbar"); | 		healthComponent->OnDamaged.BindUFunction(this, "UpdateHealthbar"); | ||||||
| 		UpdateHealthbar(); | 		float percent = Owner->GetHealthComponent()->GetCurrentHealth() / Owner->GetHealthComponent()->GetMaxHealth(); | ||||||
|  | 		Healthbar->SetPercent(percent); | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| @ -23,5 +24,6 @@ void UEnemyHealthbarUserWidget::UpdateHealthbar() | |||||||
| 	{ | 	{ | ||||||
| 		float percent = Owner->GetHealthComponent()->GetCurrentHealth() / Owner->GetHealthComponent()->GetMaxHealth(); | 		float percent = Owner->GetHealthComponent()->GetCurrentHealth() / Owner->GetHealthComponent()->GetMaxHealth(); | ||||||
| 		Healthbar->SetPercent(percent); | 		Healthbar->SetPercent(percent); | ||||||
|  | 		PlayAnimation(RevealHealthbar); | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
|  | |||||||
| @ -21,6 +21,9 @@ public: | |||||||
| 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) | 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) | ||||||
| 	UProgressBar* Healthbar; | 	UProgressBar* Healthbar; | ||||||
| 
 | 
 | ||||||
|  | 	UPROPERTY(Transient, meta = (BindWidgetAnim)) | ||||||
|  | 	UWidgetAnimation* RevealHealthbar; | ||||||
|  | 
 | ||||||
| 	AEnemyCharacter* Owner; | 	AEnemyCharacter* Owner; | ||||||
| 
 | 
 | ||||||
| public: | public: | ||||||
|  | |||||||
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