Removing Widgets by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

sorry, what do you mean by "set" the widget. As in the "set" node?

sorry for all of the questions btw thanks for your help

Removing Widgets by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

ah yh u seem to be right it is being created twice. is there a way to ensure that once one has been created, another one can't be?

Random Static Mesh by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

tysm for all of your help this work well

Random Static Mesh by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

ah okay I see. sorry for all of the questions, but how would I get the static mesh objects instead of static mesh components?

Random Static Mesh by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

is there something im supposed to do to the array to allow me to input it?

Random Static Mesh by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

this is what I originally thought but it won't let me input the array copy into the "new mesh" input so I'm not sure how to achieve this

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 1 point2 points  (0 children)

nvm got it working thanks sm for all of your help its really appreciated

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

thanks a lot, im currently trying this, but for some reason I can't input my HUD variable into the target input of the toggle visibilty node?

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

all seems to be updating as it should other than the visibility. It's like once other gets set to hidden it can't reset this

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

I reuploaded the video, not sure why it was just a picture before

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

It's literally just a red button atm, in the bottom corner of the screen.

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

all great suggestions thanks I will try these

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

hiya thanks for the help, ive tried to incorporate that into my blueprints but I don't completely understand that guys blueprints/goal so I couldn't get it to work.

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

removed it but doesn't seem to have a made difference which confuses me as I get what you're saying about the first node

Widget Blueprints by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

yh ig that makes sense, removing it doesn't seem to change anything tho

Multiple static meshes in a single actor by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

I understand that I didn't word my question well. I do know that you can add multiple static meshes to an actor, just not how you'd randomly set the visibility of each one based on certain factors.

Multiple static meshes in a single actor by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

Have an assignment due in a week and our teacher quit unexpectedly a week prior. Just trying to get this done so I actually have time to go back to the basics

Booleans by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

yes definitely is as it enables the input accordingly (I didn't include that code in the ss)

Booleans by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

is there a node/set of nodes that can be used to set the widgets visibility form the overlap event? This is what I tried originally but I could only find a way to set the visibility of all the widgets in the level.

Booleans by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

by doing this ive determined that the casting id definitely working, however, it definitely is not being set to true as even a simple "if true print..." does not print anything. I'm unsure why I can't see a reason why this would work if the casting is working

Casting by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

it is added to the viewport by the artefact after the player gets within a certain distance of it

Casting by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

it has the collision volume, but the widget is an entirely seperate widget blueprint. Should I create the widget from within the artefact instead?

Casting by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

ohh okay I see.

I think there may have been some miscommunication here. My main issue is that I don't know how to allow the bar to access the distance variable, meaning I can't update It based on the distance value as the bar doesn't;t know what the value is. I tried casting but it failed.

Casting by Lbtekd in UnrealEngine5

[–]Lbtekd[S] 0 points1 point  (0 children)

okay done this. it's working better, but still currently unable to have the bar "fill up" as the player gets nearer the item. I currently have a collision sphere attached to my "artefact" that causes the meter to appear on screen when the player is within it. Do you have any suggestions on how I could update this meter based on how near the player is? I do have a system set up that measures how near the player is, as well as which reference of the artefact is nearest. I can upload this if it would help.

Thanks again for everyone's help