I made a Player Controller with a variable called : PlayerPawnStyle (structure)
And I made a Player Pawn with a variable called : PlayerPawnStyle (structure)
When I directly change in the editor, the value on the Player Controller variable and cast it on blueprint to the Player Pawn variable all is working !
But when I try to change the value with a widget, the variable keep the default value… -_-
So, Is it possible or is a way to change the value of a variable (structure) with a widget and in game ?
Can you show the widget blueprint? I think its possible to accomplish what you are doing. Should be something like get player controller–>get pawn–>get/set variable name. I have my widgets cast to my game mode and my game state A LOT, but I can’t think of any instance where my widget casts directly to an actor/pawn…
Can you give us a little bit of information about what you are trying to achieve? I don’t understand why you need the structure on both controller and pawn.
So, I need to tell to my player controller the “options” (in structure) the player choose and keep this data.
Then, when you are in game, I need to take this “options” from the player controller to the player pawn. I nee this cause the player controller can spawn a mech and controle it (so it’s another pawn…) :
I hope it can help you…
While this time I found a tutorial serie that can help me and make the real great Multiplayer options for my game :
Oh I see. So you can have multiple pawns. What if you try as soon as you spawn the pawn, on begin play, copy the data from the controller to the local pawn? I hope that makes sense
Yes, I already try this, read the information from player controller and give it directly to pawn… I was thinking all will be all right but… Not really -_-
I think, networking is important at the stage… So I think I continue my tutorial serie and tell you if it help me to fix this problem :S