Thank you! I really appreciate your time and explaining in such detail simplifying the process.
My idea is to be a drag and drop blueprint, add options via struct, so I can swap as many items as desired, and I can assign a tag for items, so for example I’ve got Item 1 (eg. box) which will start the game as visible, then when player press F, it’ll hide and show the next item in the list (sphere) and also cycle through a widget window (using buttons) if desired. Its application is for archviz.
So my thinking is, each index in the Struct will be connected to the element index of the mesh or actor to cycle through the whole array. So the index 0 or first option in the struct will be all actors with index 0.
The struct:
The floating widget:
Your solution works great with the increment to cycle through the items but I need the first index to be visible at the start.
So I took the array index on the struct to hide all object unless is index 0:
But now I need to press F twice to hide the index 0 object and now it jumps to the last object or 3rd option (cone in this case).
In the widget side of things, I was thinking using this method which I use for a gallery:
Thank you once again for your support on this, my knowledge in BP is not that extensive and sometimes I get lost complicating a process.