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TECHNICALLYARTIST
FAB

Events

The component reports the result of every check through three Blueprint events. They are all parameterless, so you just bind a handler to each.

EventFires when
On Skill Check GreatThe player stops the gauge inside the great zone.
On Skill Check GoodThe player stops it inside the good zone, but outside the great zone.
On Skill Check MissA wrong stop, or the gauge times out with no input.

A miss happens two ways:

  • Wrong stop: the player calls Attempt Skill Check while the gauge is outside both zones.
  • Timeout: the gauge runs out its allowed laps (Max Full Rotations) with no input. Set Max Full Rotations to -1 to disable timeouts entirely, in which case the only way to fail is a wrong stop.

When Attempt Skill Check fires, the component compares the gauge’s current angle against the zones in order: the great zone first, then the good zone, otherwise a miss. Because the great zone sits inside the good zone, a perfect hit is always also within good range; checking great first is what gives it priority.

Select the component and open Details → Events, then click the + next to each event to add a handler to the Event Graph. You can also drag the component into the graph and pick the red event nodes directly.

The On Skill Check Great, Good, and Miss event nodes bound in the Event Graph

The success and failure sounds set in Gauge Settings play automatically on each outcome, independent of your event bindings, so you get audio feedback even before you wire anything up.

Turn on Show Debug Messages on the component to print on-screen messages for session start and end and for each result (great, good, or miss). The component also logs the gauge angle and the resolved zone ranges to the Output Log on every evaluation, which is useful when tuning zone sizes.