I have a inspect system, where I click, the object go close to the player view, and I can rotate this object, and when leave the inspect mode, this object back to his original location in the world… I have a raycast, and when he hit a object he cast to another BP, who have a static mesh only… then I can rotate this object … I have another system but instanced of use Cast to Blueprint he use Actor has a Tag node…
Now Im trying to add some kind of text support, like the image below, in the image, when you click “spacebar” the UI are replaced with text, to be better to read (image from the game Layers of Fear).
What is the best way to add this kind of text support, if you have example more then one “inspectable” object in the scene?
I made the same question in the Answers Hub, and Civility_Reigns told me to do:
"You can create an editable text variable in your inspectable object blueprint where the text can be stored. Any instance of the object you place in the level will then have its own text property, which can be found in the details panel and changed just like the location or rotation. This variable will also be inherited by any child blueprints, so if you create specialized inspectable objects (bloody notes, bullet casings, and so on) they will have their own inspection text variables, as long as you set the original inspectable object blueprint as the parent.
This variable can then be accessed in any of your blueprint scripts that work with the inspectable object. For example, a UI widget could get the value of the inspection text variable from the inspected object, and set the content of a text widget using the value that is returned."
But I dont undestand how I can store text value in the “Editable Text variable”