I have a button blueprint that I want to use to change the text being displayed buy another blueprint.
So i have multiple actors of the blueprint “Button” each time the button is pressed it Moves the camera actor to a new part of the level and displays a message. each message will be different. I have tried casting, creating a variable reference to the “text” blueprint, tried using functions. I think I am missing something very simple but can not find out what.
I know i can do it simply by adding the text render and variables in the button blueprint but i want to be able to change the text by other means besides the button.
I don’t know what to put as the object on the casting I think I have tried everything but the right one, Just don’t understand it I guess.
In the 2nd group i was trying to do the same thing without casting.
A cast is pretty much a way to convert a vague data type (actor, object, widget, etc.) into a more specific data type (MenuButton, ZombieAI) which allows you to access variables specific to that data type/class. To cast, you need a reference to that object, such as casting to the enemy when a bullet collides with them, using ‘Hit Actor’ as the object.
Ok so i am using it wrong. Thanks for the explanation on that it will be very handy in the future. Ill try to reword and better explain what I am trying to do.
i have multiple instances of the Blueprint “BP_MenuButton0_0” that has a variable “MoverText0Name” that holds a text/String. “BP_GameMenuTextRender_0” is a blueprint that will display a text render component. When i mouse click i want the text displayed from the “BP_GameMenuTextRender_0” to change to the variable “MoverText0Name” in the “BP_MenuButton0_0” instance. I have the “Event On Click” inside the “BP_MenuButton0_0”.
Setting the variable also won’t change the text displayed by the text render actor. You will need to set that to. It would probably be best to set up a function that you can call on the text actor that takes care of all this.