Effecting a single instance of a blueprint

It would be the same setup as in here but instead of a timeline, you’d fire widget visibility events:

In a nutshell, store a reference to what you’re looking at, so you can still interact with it (disable it) when you’re no longer looking at it.


And here’s a more resource-conscious alternative:

Since we need only 1 lock-on widget visible at the same time, move the same widget from one target to another. The player owns the widget and moves it to where it’s needed.

1 Like