CrimsonCombatText · Lesson 7 of 8

Position & Scale

Beginner4 minContent

Before you start

  • Completed: Replicate & Broadcast
Video coming soon

Chapters

1. Place with the target component

Add `CrimsonCombatTextTargetComponent` to actors that receive pops and set either a Socket Name (e.g. head) or a Relative Offset (default 0,0,100). The server resolves the anchor inside BroadcastCombatText, so every client receives a ready-to-use position.

Resolution falls back gracefully: an explicit event World Location → the component's socket → root + offset → root + 100 cm. Actors without the component still work — they just use the last fallback.

2. Scale by camera distance

Author a Curve Float — X is camera-to-pop distance in cm, Y is scale — and assign it at Scaling → Distance Scale Curve Path. A good starting shape: 1.2 at 0, 1.0 at 1500, 0.6 at 5000, 0 at 8000. It's evaluated every frame per pop from the player's camera; the final size is the player's Widget Scale × the curve value, and a Y of 0 or below hides the pop entirely at that range.

Curve culling vs. the distance filter
MaxDisplayDistance drops an event once, at receive time, measured from the pawn — it never displays. The curve re-evaluates live from the camera, so a hidden pop reappears as the camera moves closer. Use the filter to cut noise; use the curve for visual falloff.