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float CurHP = Player->Health; if (CurHP < 0.0f) CurHP = 0.0f; else if (CurHP > Player->HealthMax) CurHP = Player->HealthMax; float MaxHP = Player->HealthMax > 0 ? Player->HealthMax : 1.0f; float HealthPercentage = CurHP / MaxHP; FLinearColor ColorHP; FLinearColor BackgroundColor = FLinearColor(0.0f, 0.35f, 0.0f, 1.0f); if (Player->bDead) { ColorHP = FLinearColor(0.0f, 1.0f, 0.0f, 1.0f); BackgroundColor = FLinearColor(0.0f, 0.35f, 0.0f, 1.0f); } else { if (HealthPercentage > 0.5f) { ColorHP = FLinearColor(0.0f, 1.0f, 0.0f, 1.0f); } else if (HealthPercentage > 0.2f) { ColorHP = FLinearColor(0.0f, 1.0f, 0.0f, 1.0f); } else { ColorHP = FLinearColor(0.0f, 1.0f, 0.0f, 1.0f); } } FVector AboveHead = Player->GetHeadLocation(true); AboveHead.Z += 25.0f; FVector2D AboveHeadSc; if (gGameplayStatics->ProjectWorldToScreen(localPlayerController, AboveHead, false, &AboveHeadSc)) { float BarWidth = 50.0f; float BarHeight = 3.0f; FVector2D BarPos; BarPos.X = AboveHeadSc.X - BarWidth / 2.0f; BarPos.Y = AboveHeadSc.Y - BarHeight * 1.5f; DrawFilledRect(Canvas, {BarPos.X, BarPos.Y}, BarWidth, BarHeight, BackgroundColor); DrawFilledRect(Canvas, {BarPos.X, BarPos.Y}, HealthPercentage * BarWidth, BarHeight, ColorHP);

float CurHP = Player->Health;
if (CurHP < 0.0f)
CurHP = 0.0f;
else if (CurHP > Player->HealthMax)
CurHP = Player->HealthMax;
float MaxHP = Player->HealthMax > 0 ? Player->HealthMax : 1.0f;
float HealthPercentage = CurHP / MaxHP;
FLinearColor ColorHP;
FLinearColor BackgroundColor = FLinearColor(0.0f, 0.35f, 0.0f, 1.0f);
if (Player->bDead) {
ColorHP = FLinearColor(0.0f, 1.0f, 0.0f, 1.0f);
BackgroundColor = FLinearColor(0.0f, 0.35f, 0.0f, 1.0f);
} else {
if (HealthPercentage > 0.5f) {
ColorHP = FLinearColor(0.0f, 1.0f, 0.0f, 1.0f);
} else if (HealthPercentage > 0.2f) {
ColorHP = FLinearColor(0.0f, 1.0f, 0.0f, 1.0f);
} else {
ColorHP = FLinearColor(0.0f, 1.0f, 0.0f, 1.0f);
}
}
FVector AboveHead = Player->GetHeadLocation(true);
AboveHead.Z += 25.0f;
FVector2D AboveHeadSc;
if (gGameplayStatics->ProjectWorldToScreen(localPlayerController, AboveHead, false, &AboveHeadSc)) {
float BarWidth = 50.0f;
float BarHeight = 3.0f;
FVector2D BarPos;
BarPos.X = AboveHeadSc.X - BarWidth / 2.0f;
BarPos.Y = AboveHeadSc.Y - BarHeight * 1.5f;
DrawFilledRect(Canvas, {BarPos.X, BarPos.Y}, BarWidth, BarHeight, BackgroundColor);
DrawFilledRect(Canvas, {BarPos.X, BarPos.Y}, HealthPercentage * BarWidth, BarHeight, ColorHP);