UniversalBars plugin: PEAK-style universal UMG bars

Procedural M_UI_UniversalBar material (SDF rounded-rect, fill/delayed/shield/
penalty-zones/stripes/segments/flash/pulse), 6 preset instances, animated
UUniversalBarWidget + UUniversalHUDWidget + global UUniversalBarsSubsystem API,
UUniversalBarsTheme DataAsset, and a ready WBP_HUD_InGame with zone-tracking
status chips. See README.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Bonchellon
2026-06-23 19:04:50 +03:00
commit 41a0cdef36
24 changed files with 1262 additions and 0 deletions

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// Copyright IHY. Universal Bars plugin.
#include "UniversalBarWidget.h"
#include "Components/Image.h"
#include "Materials/MaterialInstanceDynamic.h"
UUniversalBarWidget::UUniversalBarWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UUniversalBarWidget::NativeConstruct()
{
Super::NativeConstruct();
EnsureMID();
if (BarMID)
{
BarMID->SetScalarParameterValue(TEXT("FillPercent"), DisplayFill);
BarMID->SetScalarParameterValue(TEXT("DelayedFillPercent"), DelayedFill);
}
PushZones(true);
}
UMaterialInstanceDynamic* UUniversalBarWidget::EnsureMID()
{
if (BarMID || !BarImage)
{
return BarMID;
}
BarMID = BarImage->GetDynamicMaterial();
return BarMID;
}
void UUniversalBarWidget::SetFillPercent(float NewValue, bool bAnimate)
{
EnsureMID();
NewValue = FMath::Clamp(NewValue, 0.f, 1.f);
if (!bAnimate)
{
TargetFill = DisplayFill = DelayedFill = NewValue;
if (BarMID)
{
BarMID->SetScalarParameterValue(TEXT("FillPercent"), DisplayFill);
BarMID->SetScalarParameterValue(TEXT("DelayedFillPercent"), DelayedFill);
}
return;
}
const bool bDown = NewValue < TargetFill - KINDA_SMALL_NUMBER;
const bool bUp = NewValue > TargetFill + KINDA_SMALL_NUMBER;
TargetFill = NewValue;
if (bDown)
{
// instant bright drop; the lighter tail holds, then drains (damage lag)
DisplayFill = NewValue;
DelayTimer = DelayedDelay;
if (BarMID)
{
BarMID->SetScalarParameterValue(TEXT("FillPercent"), DisplayFill);
}
if (bAutoFlashOnChange)
{
PlayDamageFlash();
}
}
else if (bUp)
{
// show the incoming amount immediately as the lighter band; bright fill eases up into it
DelayedFill = FMath::Max(DelayedFill, NewValue);
if (BarMID)
{
BarMID->SetScalarParameterValue(TEXT("DelayedFillPercent"), DelayedFill);
}
if (bAutoFlashOnChange)
{
PlayHealFlash();
}
}
}
void UUniversalBarWidget::SetShieldPercent(float NewValue)
{
EnsureMID();
if (BarMID)
{
BarMID->SetScalarParameterValue(TEXT("ShieldPercent"), FMath::Clamp(NewValue, 0.f, 1.f));
}
}
void UUniversalBarWidget::PlayDamageFlash()
{
PlayFlash(DamageFlashColor);
}
void UUniversalBarWidget::PlayHealFlash()
{
PlayFlash(HealFlashColor);
}
void UUniversalBarWidget::PlayFlash(FLinearColor Color)
{
EnsureMID();
PendingFlashColor = Color;
if (BarMID)
{
BarMID->SetVectorParameterValue(TEXT("FlashColor"), Color);
}
FlashAmount = 1.f;
bFlashing = true;
}
void UUniversalBarWidget::SetBarColors(FLinearColor Fill, FLinearColor Empty, FLinearColor Border, FLinearColor Delayed)
{
EnsureMID();
if (!BarMID)
{
return;
}
BarMID->SetVectorParameterValue(TEXT("FillColor"), Fill);
BarMID->SetVectorParameterValue(TEXT("EmptyColor"), Empty);
BarMID->SetVectorParameterValue(TEXT("BorderColor"), Border);
BarMID->SetVectorParameterValue(TEXT("DelayedFillColor"), Delayed);
}
void UUniversalBarWidget::SetSegmentCount(int32 Count)
{
EnsureMID();
if (!BarMID)
{
return;
}
BarMID->SetScalarParameterValue(TEXT("SegmentCount"), static_cast<float>(FMath::Max(0, Count)));
BarMID->SetScalarParameterValue(TEXT("SegmentDividerOpacity"), Count > 0 ? 0.85f : 0.f);
}
void UUniversalBarWidget::SetPenaltyZone(FName Id, float Width, FLinearColor Color)
{
Width = FMath::Clamp(Width, 0.f, 1.f);
for (FBarZone& Zone : PenaltyZones)
{
if (Zone.Id == Id)
{
Zone.Width = Width;
Zone.Color = Color;
return; // tick eases DisplayWidth toward the new Width
}
}
FBarZone& NewZone = PenaltyZones[PenaltyZones.AddDefaulted()];
NewZone.Id = Id;
NewZone.Width = Width;
NewZone.Color = Color;
}
void UUniversalBarWidget::SetPenaltyZoneWidth(FName Id, float Width)
{
Width = FMath::Clamp(Width, 0.f, 1.f);
for (FBarZone& Zone : PenaltyZones)
{
if (Zone.Id == Id)
{
Zone.Width = Width;
return;
}
}
}
void UUniversalBarWidget::RemovePenaltyZone(FName Id)
{
// Ease to zero, then drop on next tick when fully collapsed.
for (FBarZone& Zone : PenaltyZones)
{
if (Zone.Id == Id)
{
Zone.Width = 0.f;
return;
}
}
}
void UUniversalBarWidget::ClearPenaltyZones()
{
for (FBarZone& Zone : PenaltyZones)
{
Zone.Width = 0.f;
}
}
void UUniversalBarWidget::PushZones(bool bImmediate)
{
EnsureMID();
if (!BarMID)
{
return;
}
const int32 Count = FMath::Min(PenaltyZones.Num(), MaxMaterialZones);
float Total = 0.f;
for (int32 i = 0; i < Count; ++i)
{
if (bImmediate)
{
PenaltyZones[i].DisplayWidth = PenaltyZones[i].Width;
}
Total += FMath::Clamp(PenaltyZones[i].DisplayWidth, 0.f, 1.f);
}
Total = FMath::Clamp(Total, 0.f, 1.f);
const float MaxFill = 1.f - Total;
BarMID->SetScalarParameterValue(TEXT("MaxFillPercent"), MaxFill);
BarMID->SetScalarParameterValue(TEXT("PenaltyCount"), static_cast<float>(Count));
float Bound = MaxFill;
static const TCHAR* EndNames[MaxMaterialZones] = { TEXT("PenaltyEnd1"), TEXT("PenaltyEnd2"), TEXT("PenaltyEnd3"), TEXT("PenaltyEnd4") };
static const TCHAR* ColorNames[MaxMaterialZones] = { TEXT("PenaltyColor1"), TEXT("PenaltyColor2"), TEXT("PenaltyColor3"), TEXT("PenaltyColor4") };
for (int32 i = 0; i < MaxMaterialZones; ++i)
{
if (i < Count)
{
Bound = FMath::Min(1.f, Bound + FMath::Clamp(PenaltyZones[i].DisplayWidth, 0.f, 1.f));
BarMID->SetScalarParameterValue(EndNames[i], Bound);
BarMID->SetVectorParameterValue(ColorNames[i], PenaltyZones[i].Color);
}
else
{
BarMID->SetScalarParameterValue(EndNames[i], 1.f);
}
}
}
float UUniversalBarWidget::GetUsableEnd() const
{
float Total = 0.f;
const int32 N = FMath::Min(PenaltyZones.Num(), MaxMaterialZones);
for (int32 i = 0; i < N; ++i)
{
Total += FMath::Clamp(PenaltyZones[i].DisplayWidth, 0.f, 1.f);
}
return FMath::Clamp(1.f - Total, 0.f, 1.f);
}
float UUniversalBarWidget::GetZoneCenter(FName Id) const
{
float Edge = GetUsableEnd();
const int32 N = FMath::Min(PenaltyZones.Num(), MaxMaterialZones);
for (int32 i = 0; i < N; ++i)
{
const float W = FMath::Clamp(PenaltyZones[i].DisplayWidth, 0.f, 1.f);
if (PenaltyZones[i].Id == Id)
{
return Edge + W * 0.5f;
}
Edge += W;
}
return -1.f;
}
void UUniversalBarWidget::SetScalar(FName Param, float Value)
{
EnsureMID();
if (BarMID) { BarMID->SetScalarParameterValue(Param, Value); }
}
void UUniversalBarWidget::SetVector(FName Param, FLinearColor Value)
{
EnsureMID();
if (BarMID) { BarMID->SetVectorParameterValue(Param, Value); }
}
void UUniversalBarWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
{
Super::NativeTick(MyGeometry, InDeltaTime);
if (!BarMID)
{
return;
}
// bright fill eases toward target (smooth rise on heal; already snapped on damage)
if (!FMath::IsNearlyEqual(DisplayFill, TargetFill, 1e-3f))
{
DisplayFill = FMath::FInterpTo(DisplayFill, TargetFill, InDeltaTime, FillRiseSpeed);
BarMID->SetScalarParameterValue(TEXT("FillPercent"), DisplayFill);
}
// lighter "lag" tail: holds, then drains toward target (damage). Never below the bright fill.
const float DelayedTarget = FMath::Max(TargetFill, DisplayFill);
if (!FMath::IsNearlyEqual(DelayedFill, DelayedTarget, 1e-3f))
{
if (DelayTimer > 0.f)
{
DelayTimer -= InDeltaTime;
}
else
{
DelayedFill = FMath::FInterpTo(DelayedFill, DelayedTarget, InDeltaTime, DelayedFallSpeed);
BarMID->SetScalarParameterValue(TEXT("DelayedFillPercent"), DelayedFill);
}
}
// flash decay
if (bFlashing)
{
FlashAmount = FMath::FInterpTo(FlashAmount, 0.f, InDeltaTime, FlashSpeed);
BarMID->SetScalarParameterValue(TEXT("FlashAmount"), FlashAmount);
if (FlashAmount < 0.01f)
{
FlashAmount = 0.f;
bFlashing = false;
BarMID->SetScalarParameterValue(TEXT("FlashAmount"), 0.f);
}
}
// low-value pulse
const float PulseTarget = (TargetFill < LowThreshold) ? 1.f : 0.f;
if (!FMath::IsNearlyEqual(PulseAmount, PulseTarget, 1e-3f))
{
PulseAmount = FMath::FInterpTo(PulseAmount, PulseTarget, InDeltaTime, 6.f);
BarMID->SetScalarParameterValue(TEXT("LowHPPulseAmount"), PulseAmount);
}
// penalty zone widths ease toward target; drop fully-collapsed removed zones
bool bZonesDirty = false;
bool bNeedCompact = false;
for (FBarZone& Zone : PenaltyZones)
{
if (!FMath::IsNearlyEqual(Zone.DisplayWidth, Zone.Width, 1e-4f))
{
Zone.DisplayWidth = FMath::FInterpTo(Zone.DisplayWidth, Zone.Width, InDeltaTime, ZoneInterpSpeed);
bZonesDirty = true;
}
if (Zone.Width <= 0.f && Zone.DisplayWidth <= 1e-3f)
{
bNeedCompact = true;
}
}
if (bZonesDirty)
{
PushZones(false);
}
if (bNeedCompact)
{
PenaltyZones.RemoveAll([](const FBarZone& Z) { return Z.Width <= 0.f && Z.DisplayWidth <= 1e-3f; });
PushZones(false);
}
}

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// Copyright IHY. Universal Bars plugin.
#include "Modules/ModuleManager.h"
IMPLEMENT_MODULE(FDefaultModuleImpl, UniversalBars);

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// Copyright IHY. Universal Bars plugin.
#include "UniversalBarsSubsystem.h"
#include "UniversalHUDWidget.h"
#include "Blueprint/UserWidget.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
UUniversalBarsSubsystem* UUniversalBarsSubsystem::Get(const UObject* WorldContextObject)
{
if (!WorldContextObject)
{
return nullptr;
}
if (const UWorld* World = WorldContextObject->GetWorld())
{
return World->GetSubsystem<UUniversalBarsSubsystem>();
}
return nullptr;
}
UUniversalHUDWidget* UUniversalBarsSubsystem::CreateHUD(APlayerController* Owner, TSubclassOf<UUniversalHUDWidget> HUDClass, int32 ZOrder)
{
if (!HUDClass)
{
return nullptr;
}
UUniversalHUDWidget* Widget = CreateWidget<UUniversalHUDWidget>(Owner ? Cast<APlayerController>(Owner) : GetWorld()->GetFirstPlayerController(), HUDClass);
if (Widget)
{
Widget->AddToViewport(ZOrder);
RegisterHUD(Widget); // also registered in NativeConstruct; idempotent
}
return Widget;
}
void UUniversalBarsSubsystem::RegisterHUD(UUniversalHUDWidget* InHUD)
{
if (InHUD)
{
HUD = InHUD;
}
}
void UUniversalBarsSubsystem::UnregisterHUD(UUniversalHUDWidget* InHUD)
{
if (HUD.Get() == InHUD)
{
HUD.Reset();
}
}
void UUniversalBarsSubsystem::SetHealth(float Percent) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetHealth(Percent); } }
void UUniversalBarsSubsystem::SetStamina(float Percent) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetStamina(Percent); } }
void UUniversalBarsSubsystem::SetShield(float Percent) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetShield(Percent); } }
void UUniversalBarsSubsystem::SetHunger(float Amount) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetHunger(Amount); } }
void UUniversalBarsSubsystem::SetWeight(float Amount) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetWeight(Amount); } }
void UUniversalBarsSubsystem::SetCold(float Amount) { if (UUniversalHUDWidget* H = HUD.Get()) { H->SetCold(Amount); } }
void UUniversalBarsSubsystem::DamageHealth(float Delta) { if (UUniversalHUDWidget* H = HUD.Get()) { H->DamageHealth(Delta); } }
void UUniversalBarsSubsystem::HealHealth(float Delta) { if (UUniversalHUDWidget* H = HUD.Get()) { H->HealHealth(Delta); } }

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// Copyright IHY. Universal Bars plugin.
#include "UniversalHUDWidget.h"
#include "UniversalBarWidget.h"
#include "UniversalBarsSubsystem.h"
#include "UniversalBarsTheme.h"
#include "Components/Image.h"
#include "Components/PanelWidget.h"
#include "Components/CanvasPanel.h"
#include "Components/CanvasPanelSlot.h"
void UUniversalHUDWidget::NativeConstruct()
{
Super::NativeConstruct();
ApplyTheme();
if (UUniversalBarsSubsystem* Sub = UUniversalBarsSubsystem::Get(this))
{
Sub->RegisterHUD(this);
}
}
void UUniversalHUDWidget::ApplyTheme()
{
if (!Theme)
{
return;
}
HungerColor = Theme->Hunger;
WeightColor = Theme->Weight;
ColdColor = Theme->Cold;
auto StyleBar = [this](UUniversalBarWidget* Bar, FLinearColor Fill)
{
if (!Bar)
{
return;
}
Bar->SetBarColors(Fill, Theme->Empty, Theme->Border, Theme->Delayed);
Bar->SetVector(TEXT("ShieldColor"), Theme->Shield);
Bar->DamageFlashColor = Theme->DamageFlash;
Bar->HealFlashColor = Theme->HealFlash;
Bar->SetScalar(TEXT("CornerRadius"), Theme->CornerRadius);
Bar->SetScalar(TEXT("BorderSize"), Theme->BorderSize);
Bar->SetScalar(TEXT("InnerPadding"), Theme->InnerPadding);
};
StyleBar(HealthBar, Theme->HealthFill);
StyleBar(StaminaBar, Theme->StaminaFill);
if (ChipsPanel && Theme->ChipColors.Num() > 0)
{
const int32 N = ChipsPanel->GetChildrenCount();
for (int32 i = 0; i < N; ++i)
{
if (UImage* Img = Cast<UImage>(ChipsPanel->GetChildAt(i)))
{
Img->SetBrushTintColor(FSlateColor(Theme->ChipColors[i % Theme->ChipColors.Num()]));
}
}
}
// Tracking chips: tint by what they represent.
if (ChipHeart) { ChipHeart->SetBrushTintColor(FSlateColor(Theme->HealthFill)); }
if (ChipHunger) { ChipHunger->SetBrushTintColor(FSlateColor(Theme->Hunger)); }
if (ChipWeight) { ChipWeight->SetBrushTintColor(FSlateColor(Theme->Weight)); }
if (ChipCold) { ChipCold->SetBrushTintColor(FSlateColor(Theme->Cold)); }
}
void UUniversalHUDWidget::NativeDestruct()
{
if (UUniversalBarsSubsystem* Sub = UUniversalBarsSubsystem::Get(this))
{
Sub->UnregisterHUD(this);
}
Super::NativeDestruct();
}
void UUniversalHUDWidget::SetHealth(float Percent)
{
if (HealthBar) { HealthBar->SetFillPercent(Percent, true); }
}
void UUniversalHUDWidget::SetStamina(float Percent)
{
if (StaminaBar) { StaminaBar->SetFillPercent(Percent, true); }
}
void UUniversalHUDWidget::SetShield(float Percent)
{
if (HealthBar) { HealthBar->SetShieldPercent(Percent); }
}
void UUniversalHUDWidget::SetHunger(float Amount)
{
if (HealthBar) { HealthBar->SetPenaltyZone(TEXT("Hunger"), Amount, HungerColor); }
}
void UUniversalHUDWidget::SetWeight(float Amount)
{
if (HealthBar) { HealthBar->SetPenaltyZone(TEXT("Weight"), Amount, WeightColor); }
}
void UUniversalHUDWidget::SetCold(float Amount)
{
if (HealthBar) { HealthBar->SetPenaltyZone(TEXT("Cold"), Amount, ColdColor); }
}
void UUniversalHUDWidget::DamageHealth(float Delta)
{
if (HealthBar) { HealthBar->SetFillPercent(HealthBar->GetFillPercent() - FMath::Abs(Delta), true); }
}
void UUniversalHUDWidget::HealHealth(float Delta)
{
if (HealthBar) { HealthBar->SetFillPercent(HealthBar->GetFillPercent() + FMath::Abs(Delta), true); }
}
float UUniversalHUDWidget::GetHealth() const
{
return HealthBar ? HealthBar->GetFillPercent() : 0.f;
}
void UUniversalHUDWidget::SetDemoMode(bool bEnable)
{
bDemoMode = bEnable;
bDemoInit = false;
DemoTimer = 0.f;
DemoStep = 0;
}
void UUniversalHUDWidget::DemoStepNow()
{
// Each step shows a different animation; between steps the bars ease on their own.
switch (DemoStep % 10)
{
case 0: DamageHealth(0.25f); break; // red flash + lag tail
case 1: SetStamina(0.30f); break; // stamina drop
case 2: HealHealth(0.20f); break; // green flash + smooth rise
case 3: SetHunger(0.18f); break; // hunger zone grows in
case 4: SetWeight(0.14f); break; // weight zone grows in
case 5: SetStamina(0.95f); break; // stamina refill
case 6: HealHealth(0.30f); break;
case 7: SetHunger(0.0f); break; // hunger zone retracts
case 8: SetWeight(0.0f); break; // weight zone retracts
case 9: DamageHealth(0.45f); break; // big hit -> low-HP pulse
}
++DemoStep;
}
void UUniversalHUDWidget::PositionChips()
{
if (!HealthBar)
{
return;
}
// Width of the bar in local pixels — ChipCanvas is overlaid on HealthBar so
// the same width maps zone-U (0..1) straight to chip X.
const float W = HealthBar->GetCachedGeometry().GetLocalSize().X;
if (W <= 1.f)
{
return; // not laid out yet this frame
}
auto Place = [W](UImage* Chip, float U)
{
if (!Chip)
{
return;
}
if (U < 0.f)
{
Chip->SetVisibility(ESlateVisibility::Collapsed); // zone absent
return;
}
Chip->SetVisibility(ESlateVisibility::HitTestInvisible);
if (UCanvasPanelSlot* CSlot = Cast<UCanvasPanelSlot>(Chip->Slot))
{
const float ChipW = CSlot->GetSize().X;
// centre over the zone, sitting just above the bar (negative Y)
CSlot->SetPosition(FVector2D(U * W - ChipW * 0.5f, -ChipW - 6.f));
}
};
Place(ChipHeart, HealthBar->GetUsableEnd());
Place(ChipHunger, HealthBar->GetZoneCenter(TEXT("Hunger")));
Place(ChipWeight, HealthBar->GetZoneCenter(TEXT("Weight")));
Place(ChipCold, HealthBar->GetZoneCenter(TEXT("Cold")));
}
void UUniversalHUDWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
{
Super::NativeTick(MyGeometry, InDeltaTime);
PositionChips(); // always track the bar, demo or not
if (!bDemoMode)
{
return;
}
if (!bDemoInit)
{
bDemoInit = true;
SetHealth(1.f);
SetStamina(1.f);
SetHunger(0.f);
SetWeight(0.f);
DemoTimer = 0.f;
DemoStep = 0;
}
DemoTimer += InDeltaTime;
if (DemoTimer >= DemoStepInterval)
{
DemoTimer = 0.f;
DemoStepNow();
}
}