Adjusting Real-Time Ammo Display | Author: Koda Durbin | 7/24/25


The Problem:

This week, I implemented an ammo counter for the player UI. While the logic wasn't particularly difficult, I underestimated the importance of variable binding. I used hardcoded values and static UI elements at first, which worked in limited testing, but wouldn't have adapted well during actual gameplay. The problem was subtle, but it could have led to serious confusion for the players, especially when the ammo counter didn't align with their perceived supply of ammunition. It reminded me how even small misalignments in UI feedback can drastically impact the user's experience while playing.

The Solution:

At first, the ammo value wasn't updating correctly on screen. This was because I needed to expose the UI elements using Unreal's UPROPERTY() macro, ensuring they were properly bound to the blueprint. By making each text object a variable, I was able to update the counter dynamically. Once they were exposed, I was able to display the information in a way that makes sense from the player's point of view.  With the counter now reliably reflecting the player's ammo, the UI feels much more polished and supports a smoother gameplay loop.


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