Add UI window when inspecting Item with different texts based on mesh

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.

Sidenote: i am using UE 5.3

Thank you in advance :pray: :smiley:

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This is all part of your parent blueprint class.

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 :slight_smile:

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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!

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