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Timing Skill Check - MiniGame ilanı için 1. medya

Açıklama

A drop-in oscillating timing skill check. A needle sweeps across an arc; the player presses at a moment of their choosing; the widget reports how far from center the needle was. One float in, one float out — the consumer decides what the result means.

Use it for lockpicking, fishing bites, reeling, precision reloads, QTEs, crafting checks, or any moment that should reward timing.

QUICK START

  1. Create Widget of class WBP_TimingSkillCheck and set Difficulty (0.0–1.0) on the spawn pin

  2. Bind to the OnSkillCheckResolved event dispatcher

  3. Add to Viewport

  4. When the player presses your resolve key, call ResolvePress on the widget reference

  5. Read the Deviation float off the dispatcher — 0.0 is dead center, 1.0 is the outer edge

The widget owns no input. You bind whatever key or button you want and call ResolvePress from your own graph, so it drops into any existing input setup without conflicts. See BP_TimingCheckDemo for a complete working example.

Adjust Difficulty, MaxAngle, TitleText, and PromptKey in the Details panel to tune it — no Blueprint editing required.

INCLUDED ASSETS

  • WBP_TimingSkillCheck: the skill check widget

  • BP_TimingCheckDemo: example integration actor, fully commented

  • T_Needle, T_ArcOverlay, T_ArcBacking: widget art

  • IA_DemoResolve, IMC_Demo: example input for the demo map

  • Demo: playable demo map

NOTES

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