Hey, super new to UE5 so I am following tutorials to learn but now i am reaching limits…
My game basically has only the “inspect item” mechanic for which i followed this tutorial (https://youtu.be/DPu13v7C-nY?si=NgiRYex50_3tNWXd) It works great! In the beginning i also saw his method as an advantage because I could simply exchange the meshes for each interactive object.
Now during the project i realised I need a UI window/Widget that pops up, that would describe the item better.
Now to my question: is it possible to have a window pop up but have different contents inside the window based on which static mesh is used? As all objects are basically the same BP I am not sure if i can do that, and if so how.
I’d like for it to somehow differenciate between Mesh A and B and be able to use the description text for either A or B.
Or would I have to make a BP/variable for each object in my scene? I feel like that could be very chaotic. But then again I am absolutely new to this so I am hoping that there’s some solution that’s just not on my mind yet.
You have already made it so you can change the mesh for each child, why not add a text widget in the parent, and you can override the text in the child. In that way, both the mesh and the text are just parameters
Thanks for the help. It still took me a while to fully understand how to get to the point of having the different parameters but it works like a charm.
Here’s what I did roughly (in case someone looks for an answer) :
I made a widget UI design (without the text, just an image and some design elements I made in Illustrator and in UE)
In my first person viewport I added the Widget and a TextRender that later I would reference and have as the parameter that was interchangable (i set the visiblity to false, this was more to figire out the positioning of the widget and text)
*I repeated the process i made prior with the interactive object but instead of a static mesh I worked with a text value (in the variables).
All that was put into the Event Graph that I built following the tutorial and it works great.
Now I only have to fix the widget emission that is just there and then I have a functioning UI!
I am very thankful for leading me in the right direction!