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Need Help with Actor and Blueprint Communication

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  • replied
    President,

    Thank you for responding. Currently my Paint_Button Blueprint is only a static Sphere object. But the blueprint has a single Variable that goes to "Paint_Colors". I'll try to figure out your instructions tonight. But I have attached more screenshots of what I have.





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  • replied
    is there anything in your Paint_Button Blueprint that has collision....make sure it blocks visible...from your hit actor drag that off to "Cast to Paint_Button" cast failed is false...
    Add a collision capsule, box, or sphere if you have no current collision and make sure it has the channel visible set to block...either way just make sure something returns a block to the visible trace you shoot out so it can return the Blueprint actor...post some screenshots if you run into any problems and hopefully we'll get this figured out....

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  • replied
    Originally posted by President View Post
    you can add a tag to the object in the level editor...type tag in the details panel with the mesh selected...add a tag and see if actor contains tag "whatever tag you add" and Branch from the True or False there...
    But I'd make a Blueprint Actor off of the Paint_Button Mesh and once you hit it with that line trace above Cast to actor "Paint_Button" and it'll give a for the the most part also a true or false (where false is Cast failed) and you can on true set Paint_colors visibility to true....you've options.....
    President,
    I'm trying your suggestion, but once I convert my Paint_Button to a blueprint, I do not know what to tell my line trace to look for when it Hits the Paint_Button actor. Can you clarify how the nodes from my Break Hit Result will have a true/false output when it hits the Paint_Button?

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  • replied
    you can add a tag to the object in the level editor...type tag in the details panel with the mesh selected...add a tag and see if actor contains tag "whatever tag you add" and Branch from the True or False there...
    But I'd make a Blueprint Actor off of the Paint_Button Mesh and once you hit it with that line trace above Cast to actor "Paint_Button" and it'll give a for the the most part also a true or false (where false is Cast failed) and you can on true set Paint_colors visibility to true....you've options.....

    Leave a comment:


  • started a topic Need Help with Actor and Blueprint Communication

    Need Help with Actor and Blueprint Communication

    Ok, I have created a Line Trace off my FPS Camera by following this tutorial here (Single Line Trace) - https://docs.unrealengine.com/latest...nts/index.html

    This trace is working great and I'm getting a print of the objects I'm looking at. What I want to happen now is when a certain object is looked at (StaticMeshActor called "Paint_Button"), I want it to turn on the visibility of a Blueprint actor in my scene called "Paint_Colors". But I am uncertain how to link from my LineTraceByChannel to basically say if Hit Actor = Paint_Button, set Paint_Colors visibility to true.

    Basically I'm trying to get the Paint_Colors actor to turn on when the Camera looks at the button called Paint_Button. Below is a screenshot of my FPSCamera setup where the Trace is working, but the If Branch and Toggle Visibility are disconnected as I am uncertain what steps to take next. Any help is greatly appreciated!


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