I encounter a problem with a Bleuptint which is linked to a Widget whose buttons allow the control of actions programmed in the Bleuprint. When I put an asset in the scene everything goes smoothly, if I put a copy of that asset it does not work.
So it’s possible, but what you’re basically experiencing, is that it’s not expected.
I think part of the problem is that some of the logic that should stay in the blueprint is making it down to the widget. What exactly are you trying to do?
Sorry, ignore that - you said ( thinking… )
So, doesn’t it make more sense to have one widget that will talk to all of these blueprints? I mean, even if you got this working, the widgets would be on top of each other on the screen.
I would say, have one widget which gets a list of all the blueprints and you can choose which one to interact with. Or put the widget IN the blueprint. You can do it as a component, it’s a bit like those floating health bars you see on multiplayer…
Ok, so a number of ‘trees’ in the level. Each is a BP. Walk up to one and click it ( maybe ) and a widget appears saying ‘harvest fruit?’
Give each BP an ID. It’s just an integer which you can assign in the editor. When you walk up to a tree and click, it calls the BP, but leave a copy of it’s ID in the game instance. The widget can look in the game instance and know which BP has been clicked.
The game instance is one of these things you’ll hear about all the time, along with player controller, game mode, game state blah blah blah…
Basically the game instance is a BP setup by the system when your game starts running, it’s always there in the background and accessible from everywhere: https://youtube.com/watch?v=5w594D3qtLs
So do this:
Make a game instance and put a variable in it, just an int called ID. ( compile, save )
In your BP ( the tree ), you can say:
In the widget:
It might look like a bit much, but it’s not really. Watch the vid, see how it goes…
In order to understand the functionality of your schema, I took the liberty of disassembling the part “instance”. Surprise its works also without. I probably missed a step! With the part “instance” all the cubes change color at the same time.
A question: what is the “Cast To Pawn” for?
With or without, I also got the same result.
I come back to this subject because an error occurs when I add an “Event”, the actor is no longer indexed. I tried to place this “Event” in several different places and yet no conclusive result, although we took their place correctly.