Hello,
I am currently working on implementing an action button onto my on screen widget blue print (On screen controller, Kind of GameBoy style to get a picture. I am making this button handle multiple different action types. the WBP_ActionButton has in the designer a Button itself that remains on screen. Then there is also a image that is attached to the button. This image starts as nothing then should have its image change (showing icons for Talk, Open, Interact) as the player crosses into different collision spheres. Example being: player approaches NPC with collision sphere that triggers events leading to the WBP_ActionIcon to change the function and the image. Everything seems to be working up to the WCP_ActionButton itself.
Problem is after the Function is triggered The set visibility and brush from texture the widget will not access the âTheIconforInteractionTypeâ I have tried a ton of things and cant figure out the problem. in the default value I cannot even select anything even though it should already be connect to the image via the Designer tab.
Print string shows Update button is being triggered properly.
PLEASE PLEASE PLEASE!!!
I have spent far to many DAYS on this LMAO.
I am a newbie any help is greatly appreciated.
Another Image since I could
only add one at a time. this is the Designer tab
Whatâs calling the function to set the texture?
Are you passing in a texture?
Errors state your Icon for interaction type
(Image) isnât set. Itâs empty, therefore thereâs nothing to apply brush from texture to.
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The ââIcon for interaction type` (Image)â is set in the designer tab. To start I have it set as a grey image for a place holder for now. But Iâd like it to be empty to start then I have it changed with collision zones. The collision zone trigger events with enumerations for button functionality and sends a change for the image.
From the NPC it goes to the player character then To the WBP_action button
The call starts with the NPC_characterâs collision.
Is there some way I have to set the image differently? In the image I show I have it set as a function in designer to bring it over to the graph.
Add an is valid check on the variable at the beginning of the function. Pipe Invalid to a print string.
The variable is EmptyâŚmeaning not set. Thus the error and not getting the result you want.
So, I put the check in the blueprint like pictured⌠Update function is working (Getting hello), but I am also reading âIs NOT Validâ. so I guess it is not set? Even though it was created by the image itself?
How do I set this then. looking at the details panel here under Default Value the IconForInteractionType is set to none, But when using the pull down there is no other option there other than one.
What am I missing here?
create a basic icon image. then use that image as the default. Could be a transparent png. Doesnât matter. You have to have something in there for Set Brush from Texture
to apply anything.