Event dispatcher and widget in blueprint

Hi,

I’m following this tutorial : Unreal Engine 4 Tutorial (BP) - Communicating between widgets and blueprints with Event Dispatchers - YouTube

It’s pretty old but I didn’t have any problem while doing it. (Nothing seem to have disappeared since)

Instead of a door I’m trying to make something appear on a surface.

Here is my actor. Each hexagon is selectable. Each time my mouse go over one of them, its material change. Each time I clic on one, its material change once again. Once selected, a new widget pop-up and I can choose between 3 options : Build a turret, Build a canon or quit the menu.

But, for some reason, when I already have build something I cannot build somthing else in another hexagon.

You can find my blueprints in the attachment.

At the moment I only have 2 hexagon working. I would like to do the same for each Hexagon but I don’t want to go further if I can’t make it works with only two.

Thank you.

I can’t see anything glaringly wrong. But are you trying to setup an event for every hex?

Best way is to make a BP for one segment, and then make the ball out of a lot of those BPs.

Hi, thank you for your answer.

Yes I’m proabably going to make a bp for each hex… Because I wanted to go fast and not necessarly doing them all, I’m just trying to prove a concept.
Also because I’m pretty rusted with the engine and I can’t figure how to do it.
If I’m being totally honest.

It’s much easier if you just make one hex BP. Then just ALT-drag them in the viewport to make the ball. All done :slight_smile:

Shall I do a bit of code?

EDIT: This is the whole BP:

306207-hex.gif

It’s pretty. Tis all.