I have this ( i had to keep the gif short, but the numbers change from zero to a random digit when they pass the box which is at the base ):
It’s gonna take a bit of explaining, so bear with me. Also, I wont be around to answer until tomorrow now, so take your time…
You have to do it with child BPs.
So, make a new BP ( actor type ), all it contains is one text render component and one collision sphere ( about the size of the letter ). It has this code ( obviously you wont have a random digit, but your random alien letter ):
Then in your rotating circle BP, instead of the text render components, you have copies of this child BP.
You do this by clicking the +Add component and choosing child blueprint.
Then all you have to do is position them around the circle, like you did before. Each child knows when something has collided with it and can change it’s chacter accordingly.
We have to find an elegant way of only having one copy of your alien alphabet ( putting a separate copy in each child is not right ). Will get back to you on that one…
Sorry, one more thing. The box in the main BP needs a tag - I called it ‘Box’. The child BP checks on collision that the other compoent has the tag ‘Box’ before counting it as useful…
Sorry, was being dumb. As there is only one child BP ( all the others are instances ), you can put then whole choosing a random letter thing in there. In fact you could choose it from a string, like somebody recommended above…
The Blueprint from BOBtheROSS - though the string print looks great … and I was today years old when i realized i could put it into the construction script of the cipher BP…?!
-edit:
However the current system isn’t bad either; I put random stuff into a string array (from alphabet to a random words in various lengths). Thanks to the alien alphabet we’re not gonna understand them anyway.
So, this is would be one of the last things to do beside keeping the texts horizontal:
Ah, there’s your problem. The construction script only runs once, on creation. You need this code running every time the child gets overlapped ( just like my example ).
This is weird. With the StringArray it picks the vocab just fine and the method with Substring/Array From String hasn’t visually represented anyting significant yet, it’s either one single letter or nothing… i have tweaked it in so many ways now without desired effect.
The green/red ring cyphers change just fine (this ring must have 1 letter each) so i can always restore from that… but the bigger ring seriously doesn’t display more than 2 letters
We can skip right to the last step that needs to be done!
This .gif shows 2 (should be 2-3) components getting shot out of the top at each needle poke.
This is the very very last step that needs to be done and with a bit of assistance, I’m sure, we can grill this one. Note that the ciphers always face the actor location (which is a fixed immovable camera in this level.).
So pathways for this cyphers are needed - synchronized with each needle poke from the timeline. Hmm. If you got something, please surprise me.
So, to sync the line moving up and the words moving, they have to be both under control of the same time / tick event. Can you show your code for this part?
Minute, I’m breaking my head over not losing the TextRender components. They shouldn’t ACTUALLY disappear, but respawn while out of sight. (otherwise there would be no ciphers left lol)